fixed superbrights cubemaps caused by HDR
koth_centrocom_a12
Cosmetic:
-Fixed floating street lamps
-Replaced rebar props in mid with wood brushes
-Added wooden highlights to doorways.

Gameplay:
-Added new entrance into house from left side of spawn. Direct route to flank. 1 way door in. Removed the roof of the left side. Added obstruction to preven OP sniper sightline from spawn.
-Decreased cap point brush by 32 units

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Cosmetic:
-Cleaned up mid, Hired a Janitor. i.e., less props.
Thanks to: 1000 paper cranes: https://steamcommunity.com/profiles/76561198282766831/
Thanks to pk.psuedo : https://steamcommunity.com/id/pkpseudo0960987/

-Changed underneath the flank stairs with fencing.
-Trimmed glass windows in mid
-Changed patio fences in the middle from gothic Mann Manor fences to tasteful glass fences.
-Detailed the spawn glass doors

Gameplay:
-Made trigger at spawn glass doors by 32 units on both fronts
Thanks to:
Open Fortress Gamer https://steamcommunity.com/id/_theRagingMage/
And Raccoon https://steamcommunity.com/id/drumpa/


-Made the rocket launcher at Soldier statue not solid. Thanks to: Paper

Regarding koth_centrocom a10e’s bad performance
-Thanks to Paper: I forgot to recheck the hint brushes when running, so the bad visleafs and most performance issues should be fixed. Also applied area portals in house https://steamcommunity.com/profiles/76561198055650562/

-Made glass doors and windows spawn 1 way.
Thanks to: pk.psuedo.

-Extended fences on point by 64 units. Left transparent to allow for slight home advantage/visibility.
-Increased spawn room width by 64 units
-Switched sliding door with filter to prevent the doors from being kept open

Regarding sight lines.

-Raised midpoint by 16 units. Point is now above 64 units, above eye level

-added obstruction to minimize sight line from balcony to alley. Non-standable.

Thanks to Screedle: https://steamcommunity.com/id/Screed/


-made cappoint trigger 32 units smaller in length, and 64 units smaller in height.
Compression and new name
koth_concrete_a10e
Gameplay:
-Slightly shortened the width of batts platform on mid.
--Makes it harder to jump from stairs to batts on anyone slower than spy.
-Added sandbags on stairs in house for a way to get into upper right.
-Fixed player clip brush in spawn area

Cosmetic:
-Added windows to houses
-Added support beams within house
-Added some props, no collisions
-Details to holes on roof
-Added support platform to balcony and some props.
-Textured right of spawn area ramps

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-Added Light models to justify light_spots around the map.
--Added volumetric effects
-Added Bush underneath advert to seperate the entrances of shutter room and choke.

-Detailed the middle entrance from spawn to intermission to make it look like a cafe.
--Props, lights etc.
--Changed the fences with solid glass and metallic railing.
--Changed ramp to stairs with block bullets.

-Complete redesign of hint brushes for much better optimization.

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Version a10da
-Extensive hint brush optimization
--Most of the map should be culled when in spawn, left spawn entrance, main, and right side point entrance.
-Extensive nodraw texturing
-Extensive skybox closing, separating each section definitively

a10d on na.serveme.tf does not work and crashes the server.
-Moved block bullets brush above house to prevent unwanted explosive jumping
-Reworked Spawn, adding side door, some windows to right side, and raised initial flooring across spawn space.
-Added another box to alley to nerf the sniper sightline and make it more choke-y
-Shortened alley ramp's width to fit the alley's size
-Experimenting lighting to improve visibility
Desktop Screenshot 2020.05.11 - 01.22.26.42.png Desktop Screenshot 2020.05.11 - 01.22.40.69.png
-Fixed Soundscape error outside in the intermission area
-Added more cubemap entities
-slight optimization to visleafs

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Updates:
-Added tribute to Rick May, Soldier Statue

This model will stay indefinitely.

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