• New users! Unable to confirm your account via email? Contact nesman on discord, there's an issue with the email server. *unrelated to the recent issue that we DM'd everyone about.
-added more cubemaps
-added some signs for mid cap
-added wall cover around mid
-added some lighting changes in places
-cried only a little...
-added a needed ramp at mid for easy travel
-added new clipping
-added some lights around mid
-added signs and safety tape around a pit
-added wood walk path around mid for walking classes
-expanded cap zone to the underneath of mid
-added herobrine
440_89.jpg
440_90.jpg
440_92.jpg
440_93.jpg
440_94.jpg
-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
440_83.jpg
440_84.jpg
440_85.jpg

Attachments

  • 440_86.jpg
    440_86.jpg
    468.6 KB · Views: 11
-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

440_65.jpg
440_67.jpg
440_69.jpg
440_70.jpg
440_72.jpg
440_73.jpg
-Very quick minor fixes to textures
-Terrain editing
-Shortening and adjusting the flooded basement
-Removed sanity
440_64.jpg
440_55.jpg
440_56.jpg
440_57.jpg
440_60.jpg
440_61.jpg
440_63.jpg
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).