Cornwater

Cornwater B8D

This version fixes a critical issue in the spawn regions in BLU team's main spawn room, and further reverts the original Cornwater map lighting.
- Updated map lighting
- Fixed some lighting bugs
- Fixed bots attempting to take the jumppad
- Closed off jumppads until second point is captured
  • Added almost a dozen light origins for props to fix some lighting issues on props, and added new compile parameter that I didn't have so that may help.
  • Changed the primary door of BLU's first forward spawn to open sideways from the middle, fixing the door coming through the bunker.
  • Added somewhere between 20/30 env_light entities to try to smooth out poor lighting where possible (poor on the game's end).
  • Added jump route in tyres for spies or whatever, you'll see it.
  • Replaced one metal shack doorway on last with a metal fence, with new ivy to obstruct vision. The same was done with the existing sightline block.
  • Fixed everything from .flac's album except the map room windows, having a few weird issues with the fix that was already meant to be there, non-issue until B9.
  • Fixed being able to open the RED upper right door on the BLU team by touching it (accidentally had a flag on but didn't know it bypasses filters).
  • Fixed darker areas & dark spots as best as possible.
  • Implemented some very minor changes from player feedback.
  • Added another fix for servers employing SOAPDM, you can no longer fall in the bomb pit until the game is live, which is covered by the bomb pit doors.
  • Tuned and added some additional lighting.
  • Settled on fog density for skybox elements.
  • Camera/monitor in/out of map room should no longer lag as much, players connecting to the server can cause lag for some users, think that may be config related. Everyone needs cl_drawmonitors 1 on.
  • Added a tiny bit of skybox detail.
  • Fixed a few misaligned/not-connected textures.
  • Added easter egg.
  • Fixed another clip brush.

Some changes made in B8A which is not a public release due to issues:
  • Added hologram signs to replace old ones.
  • Fixed a bunch of stuff.
  • New skybox, lighting, fog and more.
  • Used some added detail to begin planning out certain new detail areas.
Changelog:
  • Detail pass has begun on the map, B8 is likely the final beta version before a full release of some variety.
  • Replaced all direction arrows and point signs on the map with updating hologram versions.
  • Tyres changes:
    • Moved choke to last ever so slightly, and made it a few units wider.
    • Added props to empty corner near stairs.
    • Lighting in stairs improved.
    • Lighting in tyres improved.
    • Lighting in tower improved.
    • Added a few more decals to tyres.
  • First point changes:
    • Refined ramp/stairs from BLU side leading up to the cliff.
    • Fixed a clipping.
    • Fixed two tunnel displacements being cooked.
    • Changed spawn door on forward spawn to windowed door, no more ugly pulley.
    • Removed stairs outside of forwards in favour of displacements.
  • Second changes:
    • Added sandbag cover to roof.
    • Improved lighting in rooms surrounding yard.
    • Made forward spawn smaller.
  • Third changes:
    • Added ramp from BLU house to allow easier jumping to RED house and balcony.
    • Fixed some ambient lighting in all of the buildings.
    • Fixed some prop lighting.
    • Removed areaportals underneath RED house, replaced with occluders.
  • Last changes:
    • Removed roof from minipack.
    • Fixed a clipping.
    • Added/improved lighting.
    • Improved elevators in RED spawn.
      • Should no longer get stuck in doors.
    • Added direction holograms which turn on/off depending on the capture state.

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Changes between B7C & B8:

B8_PT
- Moved defenders peak window on last ramp to open a better and more usable field of vision.
- Introduced a working map room camera, the monitor for which is on the RED defenders side of the wall, in the room dividing the exit and map room. The camera only looks at the underneath of the catwalk, acting as a way for defenders to clear that under area.
- Changed defenders stairs window two-way instead of a one-way window.
- Added two-way metal grate on last balcony.
- Added bricks to the corner between the two sets of stairs in tires.
- Moved jump-up wooden platform on 3rd house over a bit.
- Fixed floating pole props.
- Fixed black texture issues in two areas.
- Doorways or door props whose lip or bezel were up against a wall have been moved away from said wall.
- Added extra lighting to tires.
- Fixed brush sticking out in tires.
- Fixed incorrectly lit props. Rest are result of people’s own mat_phong settings.
- Added frame to glass window in BLU forward spawn #1.
- Fixed floating doorframe prop in BLU forward spawn #1.
- Fixed seam in skybox displacements.
- Fixed collision on doorframe prop in BLU’s first spawn large spawn door.
- Made detail changes to some parts of the map.
- Removed cursed froge. Frog fearers are now safe.

B8_PP2
- Used newest Hammer++ version, found crap/invalid brushes and fixed them. All 38 of them. I hate life.
- The headline changes: Last point | - The left most window (when looking from in map room) of map room has been removed to serve as some pack cover, protect defenders slightly more, and overall give defenders further reason to hold map room, attackers further protection.
- Fixed some of the explosion debris blocking doors post-round.
- Single door in "dark room" on last instead of two smaller doors.
- Wooden cover and point label on defender high ground (above bomb pit).
- Moved tires > last choke slightly, moved stairs towards map bounds further and brought the protruding wall near the tires choke back towards map bounds to give more room on high ground, with minimal change to choke width or GIRTH. This change should make this choke a bit more necessary to control, and dark room acts as an incentive, whilst also being harder for players to run from tires choke > dark room quickly.
- Reshaped/reworked last high ground, specifically the metal high ground. Should better protect newer sentry spot metas, and force those on high ground to have to commit to peaking to destroy the gun. Distance to "meta" gun spots from height has been increased a bit too, in the hopes that instant reflecting will be less effective.
- Fixed some lighting on last.
- More room on low ground under metal high ground thanks to stairs being moved towards map bounds. In general trying to expand on the space down there, will need to see if there is any benefit for attackers.
- Fixed whack lighting in BLU first spawn. Combination of displacements + lighting issues from BSPReveal which have been fixed in an update.
- Fixed a few lights across the map to be softer and more consistent.
- Fixed performance issues (mostly) by removing large areaportals to see into last, converted back to skybox brushe
- Consistent performance tests are hard and a pain, but should be on par with normal Badwater, hopefully bette
- Lightmap resolution on some props turned down slightly.
- Small navmeshing stuff - rest will come with the full B8 release.
- Fixed some whack displacements.
- Smoothed out lighting in first tunnel.
- Fixed hole in the world in BLU second spawn (forwards).
- Fixed lighting on one rock on first. B8 will hopefully have new rock collisions to fix stickies being hidden in rocks (an issue present on all Badwater & Cornwater versions, and any other map that shares those rock models).
- Fixed prop lighting in detailing areas.
- Fixed a bunch of texture misalignments.
- Fixed some poor playerclips.
- Combined and cleaned up some brushes (geo & toolbrush).

B7C_Fix
- Fixed occluder being visible in the map??? Moving it to world and back to entity fixed it, no fucking clue why
See changelog.
See changelog.
See changelog.
B7 League Play Candidate

It's here. It's missing a lot of visual changes I would have liked to make, but it's as complete as I'll be able to get it until I get the urge to come back and finish it, hoping league play will lead to people wanting specific changes made.

Changes:
  • Finished detail outside last
  • Jump pads in red last spawn now have doors, they will still open if you contact them in case you get stuck inside or out
  • Fixed some visual issues from B6D
  • Cleaned up some displacements, especially on cliff
  • Some new occluders, pretty much hit the limit of diminishing returns I think
  • Optimizations for compiling and fps
  • Punching bag in blue spawn for bored blu players
  • Music area has music and trigger removed, no more assets made by me are packed into the map

Future potential improvements:
  • Navmesh / make bots work
  • Some visual redesigns
  • Last point, got a lot of ideas for fixing it up, but a lot are very radical
See changelog.
See changelog