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Sunken Tombs Returns
A 3D adaptation of Sunken Tombs from Risk of Rain 1, added to RoR2 as a Stage 4 map. Also includes a Simulacrum variant!
CHANGELOG
1.2.0
- Layout changes:
- The large L-shaped building's roof is now an accessible area in the map. Various launch pads were added to connect it to other areas
- Revamped the tall cave/graveyard area. Added hills, dips, cliffs and platforms to make it less flat/empty and better utilize the vertical space
- Relocated the Newt Altar in the cave to be very slightly more hidden
- Raised the geyser in the cave up onto a new ledge directly above its previous location
- Simulacrum: Replaced the additional jump pad in the cave with a vertical lift
- Removed the giant wall/pillar in the center of the small rectangular building. Added a small inset floor in its place
- Updated a few random variations (central pillar, peninsula, cave upper layer) to increase the size of small cliffs/platforms
- Slightly changed the smaller L-shaped building's roof (replaced the lone 2x1 block with a rock, removed the beams in the middle of the skylights)
- Rearranged some blocks and other objects in the large L-shaped building's interior
- Other changes:
- Added red lights by the Monster Cages to help them stand out against the map's obscenely blue color palette
- Reduced the water's distortion strength to make underwater objects easier to spot from the surface
- Made a few changes to increase the map's brightness (increased sun intensity, added bloom, removed vignette effects)
- Art pass:
- Increased the main terrain mesh's poly count in a couple spots, particularly focusing on rock columns and slopes/hills
- Added various details to the building's interiors (inset shelves, ramps replaced with stairs, more detailed ceilings for a couple buildings)
- Added new stalactites to the cave and other rocky ceilings where appropriate
- Added more props: table, bubble flower, big statue, 2 statuette variants, smooth stalactites
- Fixes:
- Attempted to fix map nodes never actually being used in a few spots attached to random variations (cave upper layer, underwater platforms on the peninsula and central pillar variations). Cave upper layer still doesn't work and I have literally no idea why. It sucks
- Attempted to fix several spots where NPCs (usually Larvae or Acrid) would leap onto a cliff face and get stuck there. There's probably still spots where it can happen but hopefully I got all the most common ones
- Fixed a couple map nodes attached to the central pillar variation that didn't have a gate name assigned, causing stuff to spawn in midair
- Patched up a couple holes in the terrain
- Added another LOD mesh to the sarcophagi to fix them never appearing if LOD reduction was set to the lowest value
1.1.1
- The Monster Cages are now Sale Star compatible :)
- Added ambient noise
- Fixed a map node that didn't have a gate assigned, causing interactables to spawn in a wall sometimes
1.1.0
- Quick art pass:
- Increased the poly counts of various meshes:
- Main terrain mesh: mostly walls near the center area
- Skybox rock arches
- Boulders and pebbles
- Glowing coral
- Wavy kelp clusters
- Underwater bush
- Monster cage
- Logbook diorama ocean hemisphere
- Added some extra details surrounding the above-water monster cage
- Updated the texture for the spiky plants on the background arches and surrounding the monster cages
- Slightly adjusted post processing
- Increased LOD distance for the loose bricks/"boxes" around the map
- Added a couple extra details to the logbook diorama
- Increased the poly counts of various meshes:
- Changes/Fixes:
- Colossi are now disabled by default since there's a lot of relatively low ceilings and they tend to get stuck in weird spots
- Stone Titans can now appear in the stage if Colossi are disabled in config settings
- Disabled character spawns on some nodes in narrow hallways since Colossi could spawn stuck in them
- Disabled character spawns near the scaffolding that connects the second floor balcony to the graveyard cave
- This is an attempt to fix an issue where bosses could spawn inside a pillar in that area
- Colossi are now disabled by default since there's a lot of relatively low ceilings and they tend to get stuck in weird spots
1.0.2
- Increased spawn distance for Hermit Crabs (Standard -> Far)
1.0.1
- Fixed music not playing at all
- Fixed the monster cages not opening
- Fixed the Simulacrum variant not using its unique enemy spawn pool. It's the same but Hermit Crabs are replaced by Mini Mushrums
- Fixed the map using the same family events as Broadcast Perch. It now has its own unique set
- Moved the god rays around and made them larger
- ouuuughhhhhhh (I'm sorry)
1.0.0
- Initial Release