Included some more screenshots this time!
Ignore the text in top left.

- added tire

- Added a roof and windows to the windox. (Properly clipped too.)

- Cleaned up some random brushwork around the map. (I do this with most updates, but felt like mentioning it here specifically).

- Fixed some visible nodraw on the red catwalk.

- Added a couple areaportals here and there to prepare for detailing. (And just for the sake of simple optimization too of course.)

- Extended the platform for the jump pad boxes in the caves outside of spawn.

- Continued detailing a lil' bit here and there.

- Completely un-rocked BLU's base. (They only get blue bricks.) Asymmetrical detailing is a goooooo!!

- Un-did a change. The jump pads nearest the point have had their func_catapult triggers be bigger again so they poke out of the hole they're in. Was an experiment, and it wasn't as fun to use.

- Upgraded all of the small jump pads to "Mark II smol Jump Pads"! (they're more smoother to use now.)

- Extended a brush in the nearest-to-mid caves to make them a little more interesting spaces.

- Changed the small ammo packs on top of the corkscrew spiral not-so-glassy-anymore catwalk to medium ammo packs.

- Changed some more textures to better differentiate RED and BLU. RED gets a wooden floor in their base, while BLU gets a concrete floor.

- Made the catwalk around the cylinder look better.

- Fixed the posters for "Binder's popsicle" and "Crummy's burger" on the cylindrical tower to be perfectly aligned. I just had to.

- A lot of small minor adjustments here and there.

- Fixed up the walkway around the windbox to be more proper and permanent looking.

- MOAR PIPES!

- Moved the window in the sniper nest to be against the wall with the barrel and improved clipping in the area (with blockbullets) to both make explosives more consistent in the area and make moving around the area more smooth.

- red team got bricked up

- Doing a quick test by removing the lower path to mid. I don't like this change, but it's a test that i feel is neccessary to do. It took a lot of deliberation and several alphas for me to finally choose to test this lol.

- The wall in-between the two bases on the bridge has been reverted to be see-through. Feels like that might be better.

- Now whenever it's Halloween or a full moon the skybox changes :3

- Angled the satellite dish slightly differently.

- Combined the two small packs at mid (back) into a medium pack (again lol).

- Changed particle of the jump pads to be the same as the ones on pass_brickyard.

- Changed the mechanics for some of the jump pads to make them more consistent.

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- Added env_tonemap_controller.
- Fixed the light_environment's HDR scale values being off. That's it.

- Thanks Gidi for the help!
- Fixed up the soundscapes a tad. (I noticed the nucleus soundscape i use for the base interiors was playing when standing on any of the platforms between the windbox and the point.

- Changed the brick texture on the windbox to match the one used elsewhere on the map, like the point.

- Changed the chicken wire texture on red side to a metal fence texture. (Felt like it'd fit in better.)

- Changed the chicken wire on top of the catwalk besides the point to a glass texture.

- Changed the glass pane on BLU's side to a metal grate texture to be symmetrical with RED's previously chicken wire, now metal fence, pane. (You can now shoot splash damage through both of them).

- Changed the third (and least used) path outside of spawn. It's far more open now and the lower fence prop has been removed.

- Continued detailing of the... thing to the side of the third catwalk tower outside playable space that I will henceforth dub the [T U B E].

- Continued detailing of the point with a few new textures to replace dev textures.

- When replacing dev textures I've especially focused on replacing orange dev textures in order to make the map look less visually noisy, which is feedback that i got from the playtests (and that I do very much agree with.)

- Added an arch underneath the medium ammo pack in the middle.

- Removed the path underneath the point and split the medium health pack into two small health packs.

- Added blockbullets behind the glass in the side sniper nest area to make it so rockets can't be 'eaten' by accidentally shooting them behind it. I haven't seen this happen in-game so far, but better be safe than sorry.

- Made the cavern area right outside of mid ever so slightly more visually interesting by extending a brush out.

- Added some planks to the windbox's entrances to make it more interesting looking.

- Made the catwalk to the side of the point partly more opaque to help with making the map look less noisy.

- Changed the facade of BLU's base to made of bricks instead of dev textures. (I guess i started feeling like detailing)

- Lowered the start of the trigger_catapult for the jump pads nearest the point. This is to hopefully minimize accidental catapulting.

- added barrl
- Removed shutter doors to the bridge and made the exit slightly larger.

- Added a medium health pack directly below point with a light shining on it.

- Added more solid cover to the point.

- Changed nearly all of the glass on the map to the green version.

- Extended the orange bridge cutting the exits that previously had shutter doors.

- Extended the orange platforms on the side of the windbox.

- Each side has been pushed 128 units further back from mid. So there is now 256 units more between RED and BLU. (This was a surprisingly *un*painful experience.

- Made the areas in the water where you can extinguish yourself a tad better looking.

- Remade the planks leading to the point to fit the fact that they have to reach further.

- After some heavy deliberation, I re-added the small health packs to the cave area.

- Extended the windbox platform all the way to the point.

- Added more team colours to the newest tower.

- Enlarged the lower path (tripled width) to the cave area outside of mid.

- Added a ton more cover to the path up to the third tower.

- Added THE SATELLITE DISH! (with cables!)

- Made the chicken wire on the orange bridge connecting the two bases solid so as to cut visibility.

- Added a wall and pipes to better separate the two teams from each other. Hopefully this will make it safer to be in the lower water area?

- Added another wall where the medium ammo pack used to be.

- Moved the medium ammo pack and it's light due to the wall being added there. (Not that anyone noticed that ammo pack previously anyway. So this will make people see it more too hopefully.)

- Moved the jump pads closest to the point a bit further from it to make the jump up to the point more smooth.
3 Towers Update

- Added light to the back of the windbox to signal that there is a health pack there.

- Added a light onto the full health pack on mid.

- Added power cable somewhere on the map. (Oooh.. spooky)

- Replaced the white patches underneath health packs to an off-blue one instead to stand out better from the white dev texture ground.

- Added another exit from the lower dropdown exit.

- Added a MASSIVE cylinder in the middle of the not-so-glassy-anymore catwalk with two small ammo packs on it.

- Pushed the not-so-glassy-anymore catwalk another a tad bit further from the point once more.

- Moved the jump pads right outside of the cave area to the other side of the exit. It felt better putting them there?

- Added two pits in which you can extinguish yourself in.

- Made some of the lights in the caves brighter.

- Changed clipping on the railings leading to the dropdown.

- Moved a water barrel prop aside to make room for another fire extinguishing water pit. Woo! (I'll be honest, I'm not convinced this a good change, but several people have asked for it, so I thought I might as well try it out.)
- Added a way to disable and re-enable the capturing of the point. Use the commands: "ent_fire DisableCap trigger" and "ent_fire EnableCap trigger" respectively to do that. This however doesn't reset the control point's ownership, so if RED owns the point when the relay is fired, then they'll stay as the owner and their timer will still keep ticking down while BLU will be unable to cap. That's something I'd like to change, but as it's not a priority right now I let it be.

- Extended the platform outside of each team's spawn jump pads in the caves. This is to make it easier to not fall off of the side of them and take unnecessary fall damage.

- Changed the ammo packs in the caves from small ones to medium ones.

- Added particles to jump pads.

- Added wooden planks onto the point from the sniper balcony.

- Changed the underwater drop-down exit from each team's base.

- Added lights to the jump pads next to the point to make them stand out even more.

- Added chicken wire on the orange bridge connecting the two shutter doors to mid (To separate sightlines). Experimental change.

- Added a strong light over the medium ammo pack under the bridges. (Hopefully more players will now notice that it's there).

- Moved spawns closer and changed them up a bit.

- Remade the respawn rooms.. again..

- Fixed a hard to describe bug relating to the sound effect for the cave jump pads. (Essentially a sound effect was being played twice).

- Added one more prop to each team's spawns. (For decor)
I didn't want to make some of these changes, but I kept hearing them often, so I thought it'd be worth trying them out. However, now that I've actually implemted them, I kinda vibe with them. I do like this.
These changes are listed in a very unorderly way lol. These were written as I made the changes, so idk, feel free to psycho-analyse my process, if that's even possible lol.

- Increased ammo pickups in the teams' bases from medium to full (to help engie set up on the map maybe?).

- Changed the healthpack in the same area to a small one.

- Switched places of the broken and open windows to make the lower one be able to be walked through.

- Added another two jump pads to... make other classes more viable.

- Increased size of the cap area by a lot.

- Moved the glass ramp walkway back by a bit (64 units).

- Changed the glass walkways in the caves to compensate for the middle walkways being moved.

- Added cover to point. (Yes it took this long to do that lol)

- Added arrows on the jump pads nearest mid to indicate what direction they fling you.

- Added cables to the cave are to 'hold up' the glass walkways in there.

- Added a back entrance to the "windbox" (central launcher).

- Added skull and crossbones sign behind the medium healthpack besides the croc pit (because why not).

- Changed the playerclips around the two prop piles near the large healthpack to blockbullets (probably better that way).

- Increased the speed at which some of the jump pads launch you (this was also an undocumented change that was done on a few of them last time).

- Added a little bit of cute decoration around the place.

- Extended the platform outside of each teams' bases' sniper nest (by 64 units).

- Made the "windbox" more visually interesting by giving it non-dev textures.

- Added a medium healthpack underneath both teams' logos in their bases.

- Made the water exit from the bases.. bigger.

- Added signs.

- Added lights and more ramps up to the two jump pads closest to the point.

- Did some artpassing behind the glass walkway.

- Made the ramps near the cave areas a bit smaller.

- Changed the glass walkways into metal grate walkways.

- Added two new ramps to the orange walkway connecting the bases.

- Added two little platforms to the side of the windbox (to let players avoid fall damage when dropping down from the top platform.

- Added another little platform in the jump pad section right outside of spawn that leads into the team's base.

- Made a few other minor texture changes.

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- Added a... little surprise for those playing on TF2maps' servers
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- Added boards on the broken windows to make it more obvious that you can, in fact, not go through them.

- Changed the wooden ramps on either side into wooden planks (to remove the gap that previously had to be jumped and that one could fall through).

- Added signs to mark the non-broken but open window that can be jumped through.

- Changed a few textures next to jump pads to hazard tape to keep consistency.

- Changed values of health and ammo pickups. (2 Medium ammopacks in cave flank changed to small and 2 small healthpacks and 2 small ammopacks in each team's "base" changed to medium).

- Removed two small healthpacks in the cave area and two small ammopacks on either side of the bases.

- Changed the texture on certain glassy brushes around the map to the slightly greener version, in the hopes that they're now more visible.

- Added four new jump pad thingies (heavies rejoice!.. and snipers.. and medics.. and spies.. and. Okay, fine, a lot of classes and players are gonna like this change lol).

- And most importantly.. Changed the texture of an overlay at the central launcher ("Windbox") to a differently and less in-your-face coloured arrow.

Edit: I added the screenshots from a1 onto here to keep the main download page more tidy.

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