blockbuster b6

A King of The Hill Map Created For Highlander

  1. b6 release

    harris0n
    Followed through with all the things I said I would push by this version, also consulted a few people with different levels of vision impairment to help tweak the map

    • raised the mid point up by roughly 50 h/u to prevent direct line of site from extremely far back
    • replaced all the greenscreen textures with a less saturated one
    • added some props in front of the green screens behind cliff to make players stand out more
    • adjusted the middle ledge geometry so it no longer juts...
  2. b5b release

    harris0n
    NO MORE DEV TEXTURES
    still some floating nodraws here and there, but they'll be all gone by b6 which I aim to have released by next friday

    • removed all dev textures
    • removed the mesh fence near under's entrace
    • tweaked the cover and batts around the left side of house to make the area feel more 3D and provide more decloak spots for spy
    • reworked the cover where the truck used to be
    • reworked the cover outside the spawn
    • clipped off the lamp in pocket
    After...
  3. b5a release

    harris0n
    Small update, just wanted to fix a few things I had missed in b5

    • aligned the skybox correctly
    • further decorated the skybox
    • clipped the railing in unders
    • extended the building outside of the left spawn exit to help with performace
    • added area portals to the left and middle connectors
    Next update will finish the skybox and add anything suggested to me from playtests over the weekend
  4. b5 release

    harris0n
    • Added a 3d skybox. Its not complete but I wanted to push one out so the map looked less poo
    • Deatiled the ramps leading into unders
    • Detailed the walls around spawn
    I am aware the skybox is slightly unaligned, I'll fix this in the next version, I just wanted to push this out as I have spent the last 2 days headscratching this :)

    Images

    1. mid.jpg
    2. spawn.jpg
    3. house.jpg
    4. cliff.jpg
    5. unders.jpg
  5. b4d release

    harris0n
    GENERAL
    • Few clipping fixes
    • Z fighting fixes
    • Fixed some overlays not showing on some brushes

    PROBLEMS IM AWARE OF
    • the murals at spawn are broken
    • i packed my hud into the map

    GAMEPLAY
    • Converted the walls at mid to brushes to be more consistent and make players more aware of where they can and cannot climb
    • Changed the walls around the dumpster to prevent players from hiding so easily
    • Replaced the...
    Niro thanked this.
  6. b4c: the big deet

    harris0n
    GENERAL
    • Fixed clipping
    • Started detailing spawns
    • Adjusted a lot of pre-existing details to accommodate for new details
    DETAILING
    • Spawn and spawn connectors have been completely redone
    • Blue and Red's themes have been redone with Blue now being the moon and Red being a western
    GAMEPLAY
    • Reworked the overhang on the left rollout to make demo rollouts a little easier
    • Adjusted a lot of fences around spawn
    • Raised right...
  7. b4b release

    harris0n
    General
    • Wow, lots of feedback since b4!
    • Thanks again to raze, omni, core and everyone in au hl mercs discord for helping shape the map!
    Detailing
    • Fixed a few incosistencies
    GAMEPLAY
    • edited the main route from spawn to remove a cheeky sightline
    • added a shelf in house for spies to hide on (im aware its incosistent on either side, I kinda got everything pushed before I realised; this will be fixed in b4c)
    • removed most...
  8. b4a release

    harris0n
    GENERAL
    • adjusted some clipping and block bullets
    GAMEPLAY
    • added more cover leading to mid
    • flipped the wall near the pack under catwalk
    • added a rock leading to point to add cover
    • raised the wooden walls at mid
    • made the house windows flush
  9. b4 release

    harris0n
    GENERAL
    • We're back in action; decided to finally push b4 out the gates
    DETAILING
    • Added a few new posters
    GAMEPLAY
    • Completely reworked the catwalk making it now run through the house instead of around it
    • Reworked the inside of house to accompany the new catwalk
    • Removed dropdown that led to unders
    • Made the cliffs at mid flat instead of slanted
    • Made it easier to navigate your way onto the mid cliffs
  10. b3 release (its magnetic)

    harris0n
    GENERAL
    • Started nodraw-ing the outside of the map and working on general optimisation
    • fixed some clipping at spawn
    DETAILING
    • Magnetised and Stunk the map up
    • Gave Doc a home
    GAMEPLAY
    • Sloped the cutaway on mid so jumping across the highground as soldier is easier
    • Added a new dropdown into unders on the rightside (this is an extreme change and one I'm willing to undo if people find to be a downgrade so feedback here is...
    QLAKD-Jif thanked this.