Conveyance Spring (fullthrottle)

Conveyance Spring (fullthrottle) RC3b

  • Author Deleted member 27649
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Small changes and fixes, and the file is now the exact same as the workshop one
changed fog and lighting, added rocks, pulled trees from 3d skybox, and more misc changes
also, steam workshop, as if that mattered
did you know skip brushes can be the reason why your map's portals are all weird and bloated and why vvis is taking so long? it's true! bzzt

changed
-shed dimensions
-detailing
-clipping

Screenshot_6.png
back as b1 whaaa???
it's like rc2.5 but more friendly to whatever software relies on standard sufixes
don't want to do rc3 yet

changes:
-implemented a laundry list of feedback very literally
-removed that weird wall on mid
-removed massive cover on top of shed
-raised hut height and put the big thingy over waterbuilding a bit back
-opened far out gate on lobby
-weird catwalk is now accessible and i have no idea how good of an idea that was
-tried to make clipping / collisions as nice as possible, i hope it worked
-got rid of weird giant func brush, so the new pyro flamethrower now works :) and stickybombs won't slide on almost every surface anymore
-redid some bits of the map. should be less generally less awful/weird/whatever, and maybe a bit prettier
-optimisation had to be redone and now is a bit wonky. sorry. my benchmark got perf around the same of viaduct, so maybe it won't be as bad to everyone else... i hope...

todo make that weird gravel machine room actually look like a real place, something something that bit with the tyre marks, doors

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i'm sorry if this update was a bother /gen
Fixed optimisation issues (map rendering pretty much all at once, weirdly broken areaportals), readded menu map photos, preparing for final rc3 release

(arena version will skip this hotfix, sorry)
Made grass go upright, some small visual fixes/changes, engy bot hints not floating in the air anymore, fog is a bit thicker, uh some weird toolsskybox areaportal hacky thing, and some other minor stuff that doesn't really matter

and of course, all issues from the RC2z rename are fixed. not sure why we can't have cubemaps and such be named something like "embed"... :(
No updates for the map itself, but I've made some background maps! You know, like the ones in Half-Life 2, or that one Dustbowl background this game used to have back in the day.
*Music was made by British Sea Power for the game Disco Elysium. Maybe you'll like it, and if you do, check that game and those musicians out! <3

You can load these maps using map_background <mapname>.

You can use those images to create static image menu backgrounds yourself, presumably by changing stuff in materials/console/? But I'm not sure how to do that in a reliable enough way for distributing it. :c

Screenshot_3.png
Guh

koth_fullthrottle_rc2z, should be exact same file just renamed like that
- Added some cool menu photos (I made the third small picture frame completely myself ^~^ surprised how good it looks).

- Redid optimisation pass (should perform a bit better? I hope?)
-- for those who had expensive water reflections enabled, this map performed like rubbish. I tried to save the expensive reflective water, but unfortunately you can't fade that out with water LOD. I've swapped it to pretty much the same material but with cubemap (cheaper) reflections instead. Sorry.

- Added some... stairs? in the waterbuilding's healthpack dropdown, after a relayed suggestion. Let's see how that plays...

- Engineer bot hints should be a bit better, now.
-- No included nav mesh.

- Small clipping changes. Can't get stuck on certain walls when going up ramps/stairs, and you won't get stuck when going sideways onto any small ramp.

- Small detailing work, it's a little bit more polished, now.
-- This includes custom-ish-mish soundscapes! Couldn't really get anything fancy going, though. Perhaps in the future?

Known issues:
Sentry hints are a bit too high up and seems to make engineer bots place them in the air. Not really an issue, just looks weird to have floating sentries.
Small visual issues.
Other things you won't notice unless I tell you.
Fixed some incredibly minor things like some brushes missing or some stuff being solid when it shouldn't;
Added what I think are correct and properly configured hint entities for TFBots. No included nav mesh, though.