koth_spillway

KotH koth_spillway rc3a

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pont

rawr
aa
Mar 15, 2018
346
523
CHANGELOG:

- art pass!
- made battlements windows one-way (mid-facing side is now opaque)
- reduced amount of cover damside
- submerging viewpoint in damside water no longer banishes you to the shadow realm
- lowered sewer water to ankle height (8hu), removed teleporter nobuild and extinguish trigger
it was a janky and nonstandard gameplay element. fuck that.
- adjusted mid interior cover, blocked crack sightline
- clipped doorways, big sewer pipes

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pont

rawr
aa
Mar 15, 2018
346
523
CHANGELOG:

- clipped mid pillar bevel
- propjumps at turbines are now equal on both sides
- made damside pipes nonsolid
- changed damside fences
- tightened clipping on mop and bucket in RED battlements
- adjusted spawnrooms
- fixed func_smokevolumes in spawnrooms
- added frames to detail doors
- added trim to damside windows
- adjusted spawnroom pipes
- added trim to damside diamondplate metal floor
- ronck
- removed collisions from sewer tunnel caps
they weren't acting solid anyway and were causing some impact particle weirdness
- slightly brightened missile room lighting
- fixed flickering on secret

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pont

rawr
aa
Mar 15, 2018
346
523
logotext.png


CHANGELOG:

- adjusted spawnpoint directions
- improved cubemaps:
-- fixed weird cubemaps on floor leading out of team bases to damside
-- upped cubemap resolution and improved placement of cubemaps for reflective windows
-- turbines now appear in mid cubemaps
- changed lobby stairs to diamondplate metal
- changed helipad overlay
- fixed missing overlays on damside fence signs
- fixed red barrel in BLU lobby

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pont

rawr
aa
Mar 15, 2018
346
523
rc1c
CHANGELOG:

- changed helipad diamondplate from white to grey to alleviate HDR issues
20200105164316_1.jpg
- clipped vents over short spawn exit
- adjusted detail door in RED lobby to make it clearer it doesn't open
20200105164311_1.jpg
- mid cubemaps now correctly reflect the control point
20200105164323_1.jpg

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pont

rawr
aa
Mar 15, 2018
346
523
rc2
CHANGELOG:

- brightened team exits onto damside
20200106181948_1.jpg 20200106181952_1.jpg
- stair clips are now blockbullets
- fixed unassigned overlay faces
- adjusted displacements by sewer tunnels
- added no entry sign to BLU spawn detail door
- fixed z-fighting on capture zone railings
- fixed misaligned light in RED spawn
- remembered to update soundscape file
rc1c didn't have soundscapes packed because i'm a fuckin dumbass

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goatcheese3

L1: Registered
Dec 30, 2012
37
5
reviving my acct here to comment about a bug i found with the wrap assassin.. shooting the ball directly in from of me, especially in middle or lower areas of the map causes the ball to instantly explode. bullets, rockets etc obviously work fine. check for invisible brushes near the sewer/point area i guess
 

pont

rawr
aa
Mar 15, 2018
346
523
the wrap assassin bauble erroneously uses bounding boxes instead of vphysics collision meshes to check if it should explode. it's hitting the bounding box of the waterfall that appears on the first capture of the round. i can't do anything about it.
the same issue happens on other maps with large dynamic props and brush entities, like payload lasts with debris animations and maps that use func_brush for staircase edge trims to cut down on tjuncts.
 

pont

rawr
aa
Mar 15, 2018
346
523
menu photos PNG.png

rc3 changelog:

- added mission briefing photos
huh. thought i did that already.
- fixed soundscapes not resetting on new round
turns out env_soundscape is amongst the small number of entities that don't reset on new rounds.
also turns out that OnMultiNewRound doesn't fire in KOTH, but OnMapSpawn does. wild.
- fixed a bunch of areas under stairs being blockbullets'd instead of playerclipped
- damside grating clipping is now blockbullets instead of playerclip
- clipped pipes above the shutter door at mid
- fixed a bunch of pipes in each spawnroom having collissions
- handtruck in tunnel beneath mid is now nonsolid
-- added small blockbullets on its wheels to prevent hiding stickybombs
- fixed observer point half-obscured by a pipe
oops
- clipped barrels by BLU computers
world's shittest pixel walk
- removed the Single Prop used from snowycoast assets
- fixed missing clipping next to stairs beside point on BLU side
- fixed pipes clipping into metal trim on mid
- updated matte pipe edits to new versions
oh my god i had to repath every fucking pipe model
- fixed some helipad brushes not being tied to func_detail

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