Dewpit

Dewpit a6a

Small update:
-fixed various things
-added decals on openable doors (ie: the spawn ones) to let people know they are useable
Hopefully the map should work on the server now!
Thanks to everyone who gave feedback - a6 is now out!
Changelog:
-removed clipping and changed collisions to "not solid" on windows
-adjusted size of doors, so there won't be anymore z fighting when the doors opn
-moved a wall back at mid, allowing access to the inside of the shipping containers (although you can't go too far in)
-couple of signage adjustments
I still feel like I need to expand mid a little more, despite it being much larger than the first version, I still don't think it's quite big enough. Any ideas welcome!
Also, @Berry thanks for the feedback, I will try and find a way of making the doors look more like usable doors, but I'm rather attached to them, so I dont want to change them too much. Also, you gotta get your water from somewhere when you're in the desert :p
Kinda small but important update making sure signage works and sniper spots aren't too powerful (I had a rather nasty, dimly lit one, but that should fixed now).
Changelog:
-changed a decal that was the wrong colour
-fixed signage in red spawn
-improved signage in both spawns
-removed skybox horizon being visible
-improved doors (they now open fast enough for you to get out without being caught on them)
-added white patches onto wall behind sniper balcony to make it easier to spot players
-improved lighting on sniper balcony to make it easier to spot players
-raised the floor slightly in dropdown room so scouts can double jump into vents (you need to crouch on the second jump though), as well as soldiers and demos*
-remembered to pack update this time
*vents leads to sniper windows/balcony, so this should also help make the sniper "area" less OP
I forgot to pack the last update:
-packed version a4
-fixed some respawnroomvisualisers
Here are some up-to-date screenies of the layout:
koth_dewpit_a40000.jpg
koth_dewpit_a4a0001.jpg
Here's a rundown of all the things I updated in this one, its quite big.
Massive thanks to my friend F1ssi0n for doing the boring job of clipping the radio tower!
-added 3rd route into mid
-added flank around spawn courtyard
-moved spawns back
-fixed teams opening other teams spawn doors
-added a "bufferzone" between the main spawn courtyard and spawnroom (should hopefully make camping harder)
-played around with respawn times
-made buildings around the point accessible
-added windows
-added a vents dropdown
-added new small health + ammo in the new buildings
-added an info_observer_point
-added an env_cubemap for the water
-added clipping on the radio tower
-skipped a3 (yeah, it's wierd)
There is still a lot of work to be done with this map, but hopefully it's getting there!
Ok, so a massive thank you to DrLambda for his help with CompilePal - I've managed to pack all of the custom assets:
-Reverted non-custom textures back to custom textures (or the ones that where)
-Packed map properly (I've checked with sv_pure 2), so it won't be blinding any more playtesters
-Added two piles of gravel (because gravel :p)
I still need to add a flank around the spawn courtyard, that will probably come in a3.
This is a quick update in response to the gameday.
-Replaced all custom textures with non-custom equivalents
-Added two windows
-Expanded cap area
I am working on packing the custom materials (they were all from the construction pack, so nothing too wierd)
Just some quick stuff before the gameday later this evening:
-Added another health + ammopack
-Added "patch" overlays underneath all the health/ammopacks
-Added clipping ontop of buildings (you currently have about 1200-1600 units of height to jump in, though I will probably increase that later)
-Added version string to the end of the filename
-Prevented the skybox horizon from being visable
Still working on ideas for a new flank bypassing the spawn courtyard, but I'll see how the gameday test goes!