Version 6:
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8/22/2009:
- Skinned meshes in static mesh package
- Made terrain uneven on Pipeline
- bIndoorZone=True on UT04
- Removed truck dust emitter on Pipeline
- Removed fridge light on Pipeline
- Fixed HUD text for bathroom switches on Pipeline
- Added exterior pipeline to High Detail group on Pipeline
- Fixed/updated help.ini
- Fixed line breaks in breifings
- Added map Urban Assault SE
- Added lighting haze to Vent Access Room on Pipeline
- Raised damaging physics volumes on barbed wire on Pipeline
- Lowered damage caused by barbed wire on Pipeline
- Removed window in North Pump Room on Pipeline
- Changed light radius in corridors on Pipeline
- Finished corridor lighting on Pipeline
- Fixed dynamic lights in bathroom on Pipeline
- Fixed lighting on truck on Pipeline
- Added live leading player scoreboard to UT04
- Added dust emitter to truck on Pipeline
- Removed windows in vent access room on Pipeline
- Adjusted radio volume and radius on Pipeline
- Added windows to north pump room on Pipeline
- Finished brick projectors on Pipeline
- More world detail lights on Pipeline
- Added playerblock to garage ladder on Pipeline
- Added playerblock to broken brick wall on Pipeline
- Fixed pivot point on trailer door on Pipeline
- Fixed occlusion on triggered sound on Pipeline
- Added Assault truck on Pipeline
- Added Defense bunk room on Pipeline
- Modified fridge to start opened on Pipeline
- Added defense spawn room on Pipeline
- Fixed bathroom door alignment on Pipeline
- Fixed lights in bathroom on Pipeline
- Fixed window shadow casting on Pipeline
- Added dynamic fridge on Pipeline
- Made stair mesh to replace old steps on Pipeline
- Fixed ladder volume in garage on Pipeline
- Fixed window collision in vent access room on Pipeline
- Fixed sound trigger bug on Pipeline
- Fixed main entrance door bug on Pipeline
- Added proper HUD naming to security cameras on Pipeline
- Added dynamic lights to bathroom on Pipeline
- Fixed issue with garage door on Pipeline
- More dynamic light work on Pipeline
- Added dynamic lights to tunnels on Pipeline
- More building converting on Square
- Added UAV model to Monkey Island
- Fixed snow on Ice
- Added vents in North Pump on Pipeline
- Added room in tunnels on Pipeline
- Added snow to Ice SE
- Changed player’s skins on Teh Yeti’s Lair
- Re-did lighting on Teh Yeti’s Lair
- Limited PlayerStarts on Teh Yeti’s Lair
- Misc alignment of objects on SF Terminal Conflict
- Modified PlayerStarts to have SF weapons on Terminal Conflict
- Re-converted netting for PBall
- Misc alignment of objects on PBall
- Added several Anti-Portals on Bridge Construction
- Removed all foliage on Bridge Construction
- Terrain optimization on Bridge Construction
- More StaticMesh optimization on Square
- New camera shake effect when the player runs
- Some cleaning of TeamView
- Re-textured perimeter wall on Pipeline
- Improved Assault spawns on Pipeline
- Improved spectator viewpoints on Pipeline
- Added Anti-Portals to Square
- Optimized converted building StaticMeshes for Square
- Converted major BSP buildings to StaticMeshes on Square
- Converted major BSP buildings to StaticMeshes on Square
- Reduced BSP Brushwork on Square
- Added Anti-Portals to Shipment
- Minor texture and TDL fixes on Pipeline
- Updated the Tours.ini for the new maplist
- Made the oil tower area more realistic on Pipeline
- Converted more BSP to StaticMeshes on Pipeline
- More texture replacement on Pipeline
- Fixed Report-In in North Pump Room on Pipeline
- Added then fixed new moving garage door on Pipeline
- Fixed Game Radio on Pipeline
- Removed more collision on meshes on Pipeline
- Removed the need for playerblocks on UT04
- Gave custom textures proper material types
- Added broken tile in West Entrance on Pipeline
- Fixed and updated west entrance with texturing and brushwork on Pipeline
- Converted walkway brushwork to StaticMeshes on Pipeline
- Removed un-necessary brushwork on Pipeline
- Texture replacement on Pipeline
- Added some commvolumes on Pipeline
- Added some playerblocks on Pipeline
- Finished outside brick texturing on Pipeline
- Committed first version of mAAp Pack TeamView
- Added tunnel steam emitters on Pipeline
- Added triggerable car alarm on Pipeline
- Added new brick texture from AA3 on Pipeline
- Added some projectors on Pipeline
- Fixed terrain painting on Pipeline
- Reduced Particles in emitters on Square
- Removed some brushwork on Square
- Modified Fog on Shipment
- Reduced Light Map size on Shipment
- Gave proper name to the map Ice
- Limited map list to: Aimfun, Aztec, Breakout, Bridge Construction, Glass Kill House, Ice, Monkey Island, PBall, Pipeline, Terminal Conflict, Shipment, Sniper Canyon, Square, Teh Yeti’s Lair, Urban Defense, UT04
- Committed new version of Ice
- Added spark emitter to tunnels on Pipeline
- Fixed infini-car window texture on Pipeline
- Fixed collision on pipes on Pipeline
- Finished outside coronas on Pipeline
- Added coronas outside on Pipeline
- Added a new garage with door on Pipeline
- Re-did playerblocks for vents at west on Pipeline
- More misc. brushwork outside on Pipeline
- More misc. brushwork and texture replacing on Pipeline
- More misc. brushwork and texture replacing on Pipeline
- Re-did brushwork on sidewalk oil tower perimeter on Pipeline
- Added dust particles in North Pump and Main Pump on Pipeline
- Added detail levels on lighting so user can turn off haze effects on Pipeline
- Added more dirty textures on Pipeline
- Finished Main Pump walkways on Pipeline
- Culled several high-poly objects to improve fps on Pipeline
- Added skylight in vent on Pipeline
- Began remodel of stairs and platform areas to accommodate metal grate texture on Pipeline
- Aligned some objects on Breakout
- Added EAX effect to Sniper Canyon
- Added Anti-Portals to Sniper Canyon
- Added more lighting effects on Pipeline
- Fixed Zoning on Urban Defense
- Added EAX effect on Urban Defense
- Adjusted some texture usage/alignment on Urban Defense
- More attempts at FPS improvements on Pipeline
- Fixed some Mesh and Volume alignment on Pipeline
- Fixed issue with West Ladder Hatch on Pipeline
- Aligned cameras better on Pipeline
- Finished first mockup of the Tours.ini
- Fixed some object placing on Breakout
- Removed un-necessary brushwork on Breakout
- Added more dynamic features to the security cameras on Pipeline
- Added misc. decorations on Pipeline
- Made cameras destructible on Pipeline
- Added tons of FPS improvements on Pipeline
- Added more objects to fill the map up on Pipeline
- Added more lighting effects on Pipeline
- Made security cameras more realistic on Pipeline
- Added more foliage on Pipeline
- Removed all trees on Pipeline
- Fixed/Improved some lighting issues on Pipeline
- Fixed Player Meshes and Skins on UT04
- Added more Anti-Portal brushes around the map to improve FPS on Pipeline
- Added several dynamic features on Pipeline
- Added several Anti-Portal brushes around the map to improve FPS on Pipeline
- Added damage volumes to barbed wire on PBall and Pipeline
- Finished alignment of objects, re-do of ladders and other various touchups to PBall
- Removed and fixed grass on Monkey Island
- Fixed stairs on Training
- Fixed doors and floating computers on Terminal Conflict
- Removed terrain and fixed building scaling on Sniper Canyon
- Fixed problem getting into containers on Shipment
- Fixed collision issues on Pipeline
- Removed more collision objects on Pipeline
- Removed useless geometry on Pipeline
- Re-converted some lost stuff for PBall
- Aligned some objects better on Bridge Construction
- Re-Added moving fog emitters on Shipment
- Organized Playerstarts better on Shipment
- Added more grass on Shipment
- Removed collision on objects outside the map on Shipment
- Removed more collision reducing startup time from 18 sec. to 5 sec. (on Spanky’s computer) on Pipeline
- Added more shadows and lighting effects on Pipeline
- Added playerstarts to Shipment
- Made a tours.ini
- Removed vents on UT04
- Moved spawn points on UT04
- Fixed BSP issues on UT04
- Gave proper name to map on Shipment
- Added UAV test on Monkey Island
- Removed Zoning that didn’t Zone on Pipeline
- Added objects in similar orientation to screenshots on Shipment
- Hopped on CoD4 and took screenshots for research on Shipment
- Added debris and grass in TDL on Shipment
- Fixed mesh placement on various objects on Aimway TE
- Added first playable version of the new map Shipment
- Lowered amount of grass on Monkey Island
- Fixed various texture alignments and issues on Aimway TE
- Fixed collision and bullet penetration on Pipeline
- Added 2 more surveillance cameras on Pipeline
- Moved some meshes around on Pipeline
- Modified weapon loadout on Monkey Island
- Cleaned up poly usage on Aimbush
- Moved spawn points and opened some areas up on Aimbush
- Added grass and trees on Monkey Island
- Optimized lighting on 30 surfaces on Pipeline
- Added tons of objects outside in a similar layout as AA3 on Pipeline
- Raised the ambient brightness so the interior isn’t so dark on Pipeline
- “Turned On” floodlights in Main Pump and North Pump on Pipeline
- Tweaked fog for a more natural feel on Pipeline
- Replaced and added more lights for a more natural feel on Pipeline
- Optimized terrain layer grass on Pipeline
- Fixed ladder to oil barrel platform on Pipeline
- Replaced all grass with a culling terrain layer on Pipeline
- Added more detailed CommVolumes in Main Pump Room on Pipeline
- Fixed CommVolumes in Main Pump Room on Pipeline
- Extended Matinee to include new areas of the map and go inside on Pipeline
- Fixed slight lighting bug in North Pump Room on Pipeline
- Optimized more lighting and reduced the map size by over 2mb on Pipeline
- Added a ladder to platform in main pump room on Pipeline
- Added an southern entrance on Pipeline
- Added an extended southern end with 3 oil derricks on Pipeline
- Re-decorated break room on Pipeline
- Organized the tours layout in a more logical order
- Edited the GUI to change various features
- Re-aligned various textures on the map such as the in the garage on Pipeline
- Re-located exterior valve surveillance camera on Pipeline
- Fixed lighting bug on main control panel carpet on Pipeline
- Re-aligned surveillance cameras on Pipeline
- Re-textured more surfaces with rust on Pipeline
- Grass now blocks Corona Traces on Pipeline
- Moved a surveillance camera to exterior valve on Pipeline
- Removed collision on a wire conduit that allowed people to stand on it on Pipeline
- Added 4 working surveillance cameras on Pipeline
- Changed textures and brushwork inside Pipeline
- Optimized lighting on 105 surfaces on Pipeline
- Fixed lighting in tunnels on Pipeline
- Removed vent from break room to corridor on Pipeline
- Windows no longer block haze effect on Pipeline
- Fixed lighting in break room and main entrance on Pipeline
- Removed ability to access roof on Pipeline
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5/6/2009:
- Added Viewpoints to UT04
- Fixed NPC issues on Berg
- Added ZoneInfo and aligned objects on PBall
- Added ZoneInfo and CommLocations on Glass Kill House
- Fixed window on Breakout
- Removed/Aligned more stairs and lighting on Aimway TE
- Fixed walking on bushes on Ice
- Added playerstarts and removed invisible platform on UT04
- Fixed playerstarts, added 2 sniper slots, smoothed terrain, removed buggy trees on Ice
- Fixed player skins on Glass Kill House
- More Zoning on SF Office
- Fixed playerblocks and smoothed terrain on Berg
- Optimized lighting on Berg and saved .1mb
- Optimized lighting on UT04 and saved .08mb
- Added a way to get out of the dumpster on Aimfun
- Added playerblocks to couch and chair on Teh Yeti’s Lair
- Fixed ladder sound on Berg
- Fixed ladder sounds on Square
- Added playerblocks to Ice
- Optimized texture package eliminating ~40mb
- Converted more objects for PBall and fixed object placing
- Fixed ladder volume on Training
- Fixed skybox textures on Berg
- Deleted locked door trigger on Urban Defense
- Fixed lighting issue in breakroom of Breakout
- Deleted useless skybox since there is no way outside (map was not completed) on Breakout
- Fixed alignment of objects on Breakout
- Fixed ‘death lake’ on Monkey Island
- Fixed alignment of objects in Aimway TE
- Optimized BSP Surfaces saving .06mb in Aimway TE
- Fixed boxes and textures on Bridge Night v2
- Added Viewport on Urban Defense
- Made a way to get off of ledge on building in Sniper Canyon
- Deleted sneaky George NPC on Sniper Canyon
- Added Viewport on Sniper Canyon
- Gave Glass Kill House it’s proper name back (was changed in a prior version)
- Removed old versions of UT04 and Training
- Removed Sandstorm, the map didn’t have anything extra other than a new sky that took up space and raised fps
- Fixed lighting on several objects on Urban Assault Night
- Deleted needless lights on Training v5
- Deleted fog on Teh Yeti’s Lair and added a couple objects
- Fixed zoning, lighting and disappearing wall on Square
- Removed some zones on Aztec, may slightly lower FPS but will fix all lighting issues
- Added original Ladder ideas back into Bridge Construction (they actually work this time)
- Added a couple objects to Teh Yeti’s Lair
- Added zones and made attempts at raising FPS in SF Office
- Removed Karma objects on Training v5
- Optimized lighting (6,830+ surfaces) on Terminal Conflict and reduced map size by 2.5mb
- Optimized lighting (2,110+ surfaces) on Tenement and reduced map size by .32mb, Also added ladder
- Optimized lighting (200+ surfaces) on Spankyville and reduced map size by 1.2mb
- Optimized lighting (70+ surfaces) on Sniper Canyon
- Optimized lighting (4,880+ surfaces) on SF Refinery and reduced map size by .8mb
- Optimized lighting (830+ surfaces) on SF Office and reduced map size by 1.38mb
- Optimized lighting (660+ surfaces) on Sandstorm and reduced map size by .4mb
- Optimized lighting (70+ surfaces) on PBall and reduced map size by .94mb
- Optimized lighting (10+ surfaces) on Monkey Island and reduced map size by .1mb
- Optimized lighting (18 surfaces) on Ice
- Optimized lighting (4,000+ surfaces) on Hospital and reduced map size by 4.1mb
- Optimized lighting (1,140+ surfaces) on Glass House and reduced map size by 2.64mb
- Optimized lighting (240+ surfaces) on Gladiator
- Optimized lighting (1,680+ surfaces) on Bridge Night v2 and reduced map size by 3.58mb
- Optimized lighting (1,300+ surfaces) on Bridge Night
- Optimized lighting (1,450+ surfaces) on Bridge Construction
- Optimized lighting (650+ surfaces) on Breakout and reduced map size by 1.83mb
- Optimized lighting (900+ surfaces) on Berg
- Optimized lighting (630+ surfaces) on Aimway TE and reduced map size by .75mb
- Optimized lighting (250+ surfaces) on Aimfun and reduced map size by .9mb
- Optimized lighting (150+ surfaces) on Aimbush
- Removed Purge Aim – Map is pointless
- Fixed Zoning, optimized lighting (2500+ surfaces) on Aztec and reduced map size by 1.3mb
- Fixed various lighting issues on Urban Assault Night
- Deleted needless playerstarts on Urban Defense
- Fixed ZoneInfo Actors with lighting and fog issues on Urban Defense
- Zoned ‘Snipers Nest’, Possible slight FPS increase on Urban Defense
- Fixed windows blocking coronas on SF Refinery
- Adjusted window alignment and fixed glass emitters (for windows) on SF Refinery
- Fixed some playerblocks on SF Refinery
- Removed StaticMeshes that aren’t viewed by the normal player, reducing the amount the player has to draw on SF Refinery
- Re-did playerstarts and deleted objectives (something got lost in the conversion from 2.8 with random spawns and objectives) on SF Refinery
- The custom textures in the following maps have proper material types set now: Aztec, Ice, Monkey Island, Terminal Conflict
- Reduced graphical lag on Square and added 2 new rooms
- Fixed VIP and Helicopter issue on Hospital
- Added AGP Viewport to Teh Yeti’s Lair to prevent camera shaking upon entry or death
- Fixed bathroom corridor bug on Pipeline
- Added more ways to get on roof on Pipeline
- Completely removed Prison Escort
- Took out playerstart changes on Pipeline
- Made changes to help FPS (zoning, lowering lightmaps on over 500 surfaces)
- Fixed “Reporting In: In the air” in areas not in the air
- Fixed Teh Yeti’s Lair issue of joining via server browser
- Added NVG to Urban Assault Night
- Fixed RandomSound issue on Bridge Construction
- Changed player skins on Breakout and Pipeline
- Modded Aztec’s water properties
- Removed Pipeline respawn testing
- New maps: Pipeline mod (inspired by AA3 and various 2.5 players) & PBall (2.8 conversion)
- Maps that were taken out: Border, Bridge Day, Bridge NE, Dusk, Hemp Farm, Lumbridge Castle, Pacman Maze & Training v7
- Names/logo’s were taken out of maps to prevent distraction and actually lower the mAAp Pack size
- Some indoor maps like Aimfun and Aimway TE had no zone info, this caused guns to fire with outside sounds
- New menu music
- New deployment navigaion with colors in some areas
- New credits page in the console and loading screens
- New splash logo
- New distribution method: 2.5 Deploy
- Size reduction from 145MB to 90MB (compressed)





