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-fixed red spawn respawn cabinet
-fixed some lighting
-added better signing
-added a blocking sight-line at mid
-fixed loud storm sound to be weaker
-added an extended path in the flanks
-Major Overhaul Remake of ENTIRE MAP
-cap time is default 3min
- mid is only 1 direct walking path in with obstacles around it
-mid has under ally under it for traffic
-mid is wide open for soldier, demo, or Pyro travel in air
-plenty of small but good sniper sightlines
-heavy has a good walk-able path to feel safe
-Lots of ammo and Health all over
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-water texture change
-decal fixes, etc...
-changed design of all spawn rooms, created better flow
-added more lighting and created new lighting issues
-redesigned halls and flanks to stay focused on the center cap
-changed how close players are hitting enemy spawn area
-added underground flooded basement by laser flank for sneaky classes and Engie's etc.
-Fixed texture issues
-Added a few more models for detail and cover
-covered the cap with Cell model as a temporary roof and cover needed for the capping team
-added new clipping all over middle and more areas
-added water paths connection
-tweaked no_build in all water areas
-added new paths in mid for other classes
-completely took out the old brushwork from past versions along with adding more no-draw to unseen walls
-(working on making better fps after this version)
-changed team game time from 5 min to 4:20 min each. (Testing player's patience with longer times)
-Removed Herobrine
-Added more problems

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-Very quick minor fixes to textures
-Terrain editing
-Shortening and adjusting the flooded basement
-Removed sanity
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COMPLETE OVERHAUL OF OLD MAP

-Finally got rid of the old elevator cap idea for now (may return if i get help on it)
-added more slots for spawns, and edited spawn rooms for better directional help
-completely changed the left outermost route for soldiers, snipers, and demos, to roll out best with the high ground
-tweaked the left outer most route to the main cap low ground
-added plenty of low ground ways to advance to high ground and cap
-reworked a lot of detail work
-fixed glitches and bugs
-changes the cap times to be 5min and normal KoTH MODE
-made the small turning lights on cap change with team cap
-added another skybox to left flank with full heal
-cried in my sleep over the harsh feedback
-removed herobrine
Had to make some last minute changes before I tested the new features out in an imp.

-tweaked cap time for blue to win from 30sec to 28sec
-changed the func_door elevator length to 8 units
-changed the distance the elevator travels in time
-struggling with Timing elevator capping in sync with the HUD time...
-added some new props for mini detail
-expanded the ceiling in areas for fast role out
-fixed lighting issues with textures and bugs
-(starting to rethink the whole idea of a pit in general if issues keep coming)
Tweaked a lot of settings and in the process I reworked the Attack and Defend aspects of the game mode.
Also added a new direct path to the cap point with a death pit on the flank (because research).
I'm back from the grave with lots of new features and map changes!

*Major game-mode logic restructuring
*Finally added and tweaked the Elevator Cap (Attack/Defend Koth style)
*Major lighting changes/tweaks
*Geometry changes

-After looking at the small amount of feedback from a002, i changed the layout to have the paths not immediately direct to the cap in a few seconds.
-Focused on two major point cap paths with a cap wing for flanking among other tweaks
-Changed the health and ammo locations and proportions
-Added new textures and fixed so many bugged textures
-Added a better lightning storm prefab thanks to KrazyZark's "Lightning and thunder Storm Setup a1"
-Added a great start to the elevator's logic prefab by Stack Man's "Control Point Elevator (Matches Cap Progress) a3"
-tweaked the basement water and added better ways to get into the resupply room of the basement
-changed fog distance and lighting (still tweaking what i like)
-fixed texture errors due to clipping and old packs not recognized anymore
-minor fps performance tweaks (will worry about this more, after I find a satisfying layout that's fun for players)
-removed herobrine
-fixed major lighting issues
-added and changed props for cover
-added clipping to cap railing
-crossed finger for luck