Slasher

KotH Slasher RC2

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Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
I noticed a few issues in this version-
  • The spooky eyes are gone from the underworld
  • There aren't any flames around the bonfire (unpacked?)
  • On red side, a half of a fence is missing
    pvSnDS6.jpg
  • On both sides, you can walk through this
    pHHss54.jpg
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,873
2,984
I noticed a few issues in this version-
  • The spooky eyes are gone from the underworld
  • There aren't any flames around the bonfire (unpacked?)
  • On red side, a half of a fence is missing
    pvSnDS6.jpg
  • On both sides, you can walk through this
    pHHss54.jpg

Ah jeez, I'll ship out another update tonight along with some more clipping fixes likely. I was certain everything was good since it rendered fine with sv_pure 2. Woops!
 

Diva Dan

hello!
aa
Mar 20, 2016
1,034
1,954
Awesome! And if you are going through more clipping, the room on each side with the fake shutter doors has some annoying support beams that should be smoothed out. I'd also make sure some of the weird mirror-able props are okay too, like those fences that can be weird. Thanks for updating it! It's come along excellently! :)
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,873
2,984
Wew! More changes! Release candidate state!

- Fixed clipping in mines where players could previously get through the barrier.
- Fixed a bug where Engineers could build teleporter exits in the bonfire.
- Fixed various texture and displacement seams.
- Fixed a bug where Ghosts would get stuck in a few displacements.
- Adjusted teleport time of the Ghosts.
- Fixed missing fence on RED side.
- Optimized fade distances on select props.
- Swapped select expensive models in place of brushwork.
- Revamped clipping in select areas.
- Fixed particles not rendering.

Read the rest of this update entry...
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,873
2,984
New and improved for consideration for this year's Scream Fortress event! A lot can happen in a year, and Slasher is back with a vengeance. There might be a few more tweaks to go here and there, but this is the big update from the last few months of on-and-off work! Here's what changed:

- Fixed a bug where spell-casted Merasmus will have the same effect on the capture point as the Boss Merasmus - i.e. locked, timer paused, etc, courtesy of a fix from Valve.
- Merasmus now doubles as an announcer throughout the round, replacing The Administrator in full.
- Improved optimization brushwork.
- Increased round time to 7 minutes.
- Fixed leftover playerclip brushes that would get players caught on a set of doorframes.
- Changed any stair and underworld platform clips from playerclip to blockbullets.
- Fixed floating props.
- Completely rehauled 3d skybox.
- Fixed some displacements that were clipping through others.
- Scaled up water in the lake.
- Updated materials for the Totem Pole.
- Added more grass to the lower half of the map.
- Reduced overall grass sprites by 40% for optimization.
- Harshened prop fade distances.
- Updated detailing on the lakeside building routes out of the spawns.
- Raised the high route buildings.
- Fixed some Red textures that weren't changed on Blu.
- Fixed a road overlay that wasn't applying to part of its faces.
- Updated structure of the lakeside mid buildings for detailing renovations and optimization.
- Added cross-mid sightline blockers to lakeside paths.
- Fixed discrepancy in the rock symmetry between yards.
- Disabled nobuild on mid building rooftops.
- Added custom soundscapes.
- Lengthened mess hall buildings and revised their detailing.
- In addition to the Ghosts that patrol the map during the Haunting event, other Ghosts will now pop out of randomized points in the ground briefly to spook players in rapid succession.
- Fixed some pumpkin bombs spawning in world geometry.
- Updated FX for when a Boss is spawning in.
- Fixed a bug where sometimes the first roulette spin wouldn't happen for over 3-4 minutes into a round.
- Fixed players not being properly oriented when teleported to the Otherworld.
- Improved lighting around the point.
- Various detailing additions and improvements.
- Improved clipping.
- Closed a doorway in the boathouses.
- Fixed players being able to hide buildings in the trees at mid.
- Improved detailing in the boathouses.
- Fixed vphysics console spam on map start.
- Added menu photos.

Read the rest of this update entry...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
It's been a couple of years since this map was added but I really have to ask: why is the timer on this map 7 minutes long? This makes rounds last forever and turns the map into a chore to play (especially for the scream fortress contracts) and it's only exacerbated by the truces that happen whenever a boss spawns.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
It's because 3 minutes isn't long enough, especially with the bosses dropping in for 2 minutes.
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Likely not - the whole gimmick is the boss rush - the map wouldn't work otherwise.