Unturned - SDGNelson
New Weaponry:

Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.

Update Notes:

Additions:
  • Added MP40. [ID 1477]
  • Added MP40 magazine. [ID 1479]
  • Added Determinator. [ID 1480]
Improvements:
  • Improved scale tool to adjust sensitivity by bounds of mesh.
Tweaks:
  • Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]
Fixes:
  • Fixed to only allowing climbing while standing, sprinting or swimming.
  • Fixed off by one error when killed while spawning into server.
  • Fixed to scale up backpacks/vests slightly on mega zombie model.
Map Progress:



This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.
Unturned - SDGNelson
New Weaponry:

Two new guns planned for the new map were finished this week and can now be found in airdrops. The MP40 is an antique SMG bridging the gap between carbines and assault rifles which will be improved upon in another upcoming gun, and the Determinator is a shotgun revolver with longer range but requiring better aim.

Update Notes:

Additions:
  • Added MP40. [ID 1477]
  • Added MP40 magazine. [ID 1479]
  • Added Determinator. [ID 1480]
Improvements:
  • Improved scale tool to adjust sensitivity by bounds of mesh.
Tweaks:
  • Tweaked chainsaw and jackhammer to alert zombies in a larger area. [Increased to 24m from 8m]
Fixes:
  • Fixed to only allowing climbing while standing, sprinting or swimming.
  • Fixed off by one error when killed while spawning into server.
  • Fixed to scale up backpacks/vests slightly on mega zombie model.
Map Progress:



This week I mostly finished decorating the landscape - I underestimated just how long it takes to place down all those boulders on the cliffsides so there's a few patches that still need doing. My goal for next week is to make good headway on finalizing the layouts of each location and filling buildings with furniture.
May 26, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added Jackhammer to mining locations. [ID 1475]
  • Added Luger to care packages. [ID 1476]
Improvements:
  • Improved area selecting to work with shift expand selection.
  • Improved multiselect enum dropdowns to highlight selected flags.
Tweaks:
  • Tweaked devkit search to sort alphabetically.
Fixes:
  • Fixed tire/battery spawn chance working opposite of intended.
  • Fixed to allow sprinting in shallow water.
  • Fixed launch preferences getting overwritten by some updates.
  • Fixed server incorrectly sending large buildable packets.
  • Fixed not granting quest note rewards clientside.
  • Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
  • Fixed area selecting flick of the mouse wrong size and items behind camera.
  • Fixed area select to respect selection mask.
  • Fixed resetting devkit search scroll between searches.
Map Progress:

This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:



Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.
May 26, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added Jackhammer to mining locations. [ID 1475]
  • Added Luger to care packages. [ID 1476]
Improvements:
  • Improved area selecting to work with shift expand selection.
  • Improved multiselect enum dropdowns to highlight selected flags.
Tweaks:
  • Tweaked devkit search to sort alphabetically.
Fixes:
  • Fixed tire/battery spawn chance working opposite of intended.
  • Fixed to allow sprinting in shallow water.
  • Fixed launch preferences getting overwritten by some updates.
  • Fixed server incorrectly sending large buildable packets.
  • Fixed not granting quest note rewards clientside.
  • Fixed some curated objects still showing with Object_Browser.Show_Curated_Objects set to false.
  • Fixed area selecting flick of the mouse wrong size and items behind camera.
  • Fixed area select to respect selection mask.
  • Fixed resetting devkit search scroll between searches.
Map Progress:

This week the map started properly taking shape with the rough landscape in place and the planned locations in their final spots, though a few new ideas have come to mind I'd like to work on soon. A couple places are somewhat detailed, this being one of the less spoilery ones:



Over the next week I'll be polishing/finalizing the landscape with materials, foliage, trees, boulders, erosion, etc and continuing to detail the locations themselves.
Unturned - contact@rockpapershotgun.com (Alex Wiltshire)

I m camped at the end of a large hall, hoping my view over a tunnel leading to the capture point covers the enemy team s entry through the large windows and skylights. Distant gunfire rattles from the other end of the map and I see grenades popping on the point. And yep, I m right. Someone jumps down from above and I shoot, taking them by surprise – 100 XP – but not before a buddy spawns on them. I m down, killed by an AUG HBAR with Coyote Sight, Muzzle Brake, Angled Grip and Green Laser.

Roblox [official site] has come on some lately. Phantom Forces is a full-featured modern FPS that runs on Roblox, offering multiple map types with 32 players, a daily login bonus and ranks. It tracks kill-death ratios, its guns feature bullet drop dynamics, sprints into slide moves, Battlefield-style spotting, and hundreds of weapons and attachments. And you can be playing it, for free, in seconds from launching via a link on its Roblox web page, and it ll run smoothly on a basic PC. On the Thursday morning I try it out, nearly 4000 other players are online with me, and since it was launched in September 2015, it s been played over 120 million times.

… [visit site to read more]

May 19, 2017
Unturned - SDGNelson
Map Progress:



All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc.

I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself.

Update Notes:

Additions:
  • Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning.
  • Added vehicle config options for chance to spawn without a battery or tire.
  • Added angle and obstruction based automatic landscape painting options.
  • Added exact foliage tool mode. [Hotkey W]
  • Added auto splatmap brush. [Hotkey W]
  • Added smooth splatmap brush. [Hotkey E]
Tweaks:
  • Tweaked consumeables that provides more food than water to constrain the amount of water to food gain.
Fixes:
  • Fixed foliage dithering option not working correctly.
  • Fixed to stop shooting automatic weapons when entering safezone.
  • Fixed deselecting newly copied object in devkit.
  • Fixed drag selecting in fullscreen devkit.
  • Fixed cleaning up server info refresh requests.
  • Fixed old tree models specular lighting.
  • Fixed old tree skyboxes getting cut off.
  • Fixed sending commands faster than chatrate.
May 19, 2017
Unturned - SDGNelson
Map Progress:



All of the objects, nature assets and vehicles on my to-do list for the new map are now done! Though a few more are bound to come up as I go I think there's a lot of exciting stuff including suggestions going back several maps. The next step is creating the level itself: from the landscape to the decorations, spawns, lighting, etc.

I'd hoped to have some new content this update for you but ran out of time, so my goal is to work on some of the new items to release ahead of the map in the coming weeks while primarily focusing on the level itself.

Update Notes:

Additions:
  • Added Allow_Shoulder_Camera gameplay config option. When disabled your third person view is centered except when leaning.
  • Added vehicle config options for chance to spawn without a battery or tire.
  • Added angle and obstruction based automatic landscape painting options.
  • Added exact foliage tool mode. [Hotkey W]
  • Added auto splatmap brush. [Hotkey W]
  • Added smooth splatmap brush. [Hotkey E]
Tweaks:
  • Tweaked consumeables that provides more food than water to constrain the amount of water to food gain.
Fixes:
  • Fixed foliage dithering option not working correctly.
  • Fixed to stop shooting automatic weapons when entering safezone.
  • Fixed deselecting newly copied object in devkit.
  • Fixed drag selecting in fullscreen devkit.
  • Fixed cleaning up server info refresh requests.
  • Fixed old tree models specular lighting.
  • Fixed old tree skyboxes getting cut off.
  • Fixed sending commands faster than chatrate.
May 12, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added Top Gun quest for Andy on the Liberator.
  • Added Fighter Jet. [ID 140]
  • Added Fighter Pilot Outfit. [IDs 1472-1474]
  • Added assets for waterfalls, simple example in Devtest4.
  • Added effect volumes to devkit for placing particle effects.
  • Added lock handles option to selection tool.
  • Added ability to spawn objects/types by E hotkey in devkit.
  • Added search fields to landscape and foliage filtered browsers.
Improvements:
  • Improved to run execute.config from cloud folder as well.
Tweaks:
  • Tweaked graphics draw distance to affect decal draw distance.
Fixes:
  • Fixed a performance problem with debug visualization in devkit.
  • Fixed devkit save window checkboxes.
  • Fixed some bugs with pilot weaponry in multiplayer.
  • Fixed decal visibility group visible option.
  • Fixed copying decal selection in devkit.
  • Fixed discolored corner of Diner #3 window.
Map Progress:

I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming!

One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it:
Link
May 12, 2017
Unturned - SDGNelson
Update Notes:

Additions:
  • Added Top Gun quest for Andy on the Liberator.
  • Added Fighter Jet. [ID 140]
  • Added Fighter Pilot Outfit. [IDs 1472-1474]
  • Added assets for waterfalls, simple example in Devtest4.
  • Added effect volumes to devkit for placing particle effects.
  • Added lock handles option to selection tool.
  • Added ability to spawn objects/types by E hotkey in devkit.
  • Added search fields to landscape and foliage filtered browsers.
Improvements:
  • Improved to run execute.config from cloud folder as well.
Tweaks:
  • Tweaked graphics draw distance to affect decal draw distance.
Fixes:
  • Fixed a performance problem with debug visualization in devkit.
  • Fixed devkit save window checkboxes.
  • Fixed some bugs with pilot weaponry in multiplayer.
  • Fixed decal visibility group visible option.
  • Fixed copying decal selection in devkit.
  • Fixed discolored corner of Diner #3 window.
Map Progress:

I made quite a bit more progress on the assets this week, and will continue with that next week hopefully wrapping up the objects/nature stuff before Friday, then leading into working on the map itself properly. Thanks for all the great suggestions/feedback - keep it coming!

One of the areas I mentioned last week that I worked on are the burning city assets which I teased here if you missed it:
Link
Unturned - SDGNelson
Map Progress:

This week I've been continuing work on the objects for the new map, Silo 22's big brother being the most exciting, and looking through the suggestions/feedback many of you have been posting.

If you have any city/town related ideas I'm especially curious to see those at the moment, for example Washington had the new largest city with overpasses and skyscrapers and Russia had the underground metro system, thinking of a few unique ones for this map like burned to the ground in rubble, flooded district, Coalition fortified encampment - no guarantees but along those lines.

My thinking with the zombie difficulty assets is to allow a new sort of progression where the higher tiered areas of the map have higher concentrations of the more challenging zombie types.

Very tangential but Silo 22 was the first object I made the same day we started planning Russia which got me really excited to release the map, I think it's kind of the centerpiece/setpiece, and these new bases have given me the same feeling again!

The goal for next week is to continue new objects, start on the landscape details and potentially begin making new items some of which might come out before the map. Update-wise the next version of Hawaii will ideally be ready sometime before this new map I'm working on.

Update Notes:

Additions:
  • Added zombie difficulty assets.
  • Added shift-# hotkeys for devkit tools.
  • Added quaternion inspector to devkit.
  • Added transform copy/paste ctrl-b/n hotkeys to dekvit.
  • Added selection mask option to selection tool.
  • Added object browser to devkit.
Improvements:
  • Improved houses to have randomized colors.
  • Improved devkit to save tool configurations.
  • Improved visibility groups panel layout.
Tweaks:
  • Tweaked carepackage fall speed slightly slower.
Fixes:
  • Fixed misaligned save/load button labels in devkit.
  • Fixed quest objects not showing up after loading in.
  • Fixed imported workshop skins emissive maps.
  • Fixed using flares to destroy rotors in PvE.
...