The orange outfit (1 key door) pieces lower the bomb's recharge cooldown time.Expect it to be done within the next few days.Guys, instead of just thinking that most outfits are only decorative, as I've seen some of you doing, why don't we make an actual effort to notice if there's something different when we swap outfits? I tried myself with the few ones I had unlocked and after 10 minutes I already discovered 2 effects I've never seen mentioned anywhere: I intend to do a once-over in-game to verify everything, then do some visual refinements. Quick progress report: I have all the collectibles mapped. With dimming or grayscaling, they can simply click the icon again to toggle it back. And I don't like the idea of hiding the icons. And it's not like you can ever be locked out of collecting a bit if it, for example, lands in a pit or inside a wall, as all bits spawn in fixed locations if not recovered and the room is re-entered (not to mention they give off a distinct audio cue, so you'd have to be pretty dense to miss a dropped bit).Īs for dimming versus hiding, I propose a third option: grayscaling. I'm not sure if that situation is really worth considering, however, as someone who's using this map would know with certainty that there are multiple bits associated with that icon. And if someone happened to accidentally miss a bit, then they'd have a really hard time going back and finding them. Treating the text as part of the image will make it an all-or-nothing sort of thing. It's possible (but not likely) that someone could pick up some but not all of the bits that appear in groups. I will probably distribute the page (HTML, JS, Instructions, etc) as a zip file where everyone can launch it on their PC without it being hosted anywhere :).The data about the map will be stored in local data probably so that when you reload the interactive map the items state can be restored.Upon clicking an item image i'll toggle it in someway - possibly I'll give an option to dim or hide, what do you think?.Write a page where I'll load the map image, the JSON file and the individual item images on top of the map (using the coordinates from the JSON).Export the items (gearbits, equipment, guns, modules, etc.) as Images and construct a JSON file with their image coordinates (using plugin).Export the map image with area borders etc, but without the actual items.Option one seems to be easier for you, for me it does not matter :) Option 2 - Merge the text and the gearbit icon into a single layer - then both the icon and text will be hidden dimmed when checked as found, it's up to you :) Option 1 - Leave them as they are - in the interactive map only the gearbit icon (without the text) will be hidden/dimmed when checked as found There are so many damn layers in those PSDs. The second set has the original module sizes and locations.Īnd lastly, some links to PNG versions of the large maps, since Imgur automatically converts huge PNG files into JPG.ĮDIT: also random note, this has taken forever. The first set has smaller icons for modules, and they've been relocated to where they actually are in-game. Here is a link to a rar of the PSDs I have made.Īnd thirdly, there are two versions of each map. If someone wants to edit these maps, you're totally free to put whatever you want, or whatever changes you want, and release it under your own name. These maps should have 175/176 Gearbits, you only need 160 to upgrade all your equipment, but in the last few patches (released after I had already done the exploring part) they added in more gearbits, for an apparent total of 185. The prior submission is honestly better if you're just looking for modules, keys, and monoliths, since it's more compact and easier to navigate. As a result of all the gearbits and border/transition drawing, I had to split the underground into a separated map. So, a bit of explanation: I drew area borders for the majority of Overworld areas, as well as area transitions, to give a bit more direction to which zone what gearbit or item is actually in.
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