Koth_Demolition

Koth_Demolition a8

Changelog

  • added brand new custom assets from the More Vehicles pack by FGD5 and Autumnal Content Pack posted by berry
  • changed the starting area outside of spawn a little bit
  • opened more space around the point
  • changed the platform the point is on to have less cover
  • changed some props around the map
  • texture changes
  • fixed an issue on blues side where there weren't enough spawn entities
  • raised the floor below the point a little to negate fall damage
  • fixed more cubemap stuff
  • compressed the filesize down thanks to compilepal
  • disabled some prop shadows

Demolition SH 1.PNG
Demolition SH 3.PNG
Changelog

  • changed all the normal clips to player clips
  • added a one way door on the lower floor
  • fixed some reflections again (should be good now)
  • Lighting changes yet again
  • Fixed some shadows
Changelog

  • Cubemaps have been fixed for users with bloom enabled
  • Bloom has been made less intense
  • underground has been changed and has an extra route
  • Changed some health packs around
Changelog

  • Added cubemaps
  • Added some details outside the point
  • Added more room above the point
  • Changes to make the area before the point more tight
  • Some texture improvements
  • Lighting changes
Changelog

  • fixed most shadow prop errors
  • changed the red spawn floor texture to not be a custom asset
  • added a tree outside the main building on both sides
  • removed the roof in the main building
  • removed the health and ammo from the building outside of spawn
  • Completely redid the game logic to fix respawn time errors and point color errors
Change Log:

  • Fixed bloom on the map
  • Removed all custom props and assets to reduce files size while also making it easier for compiling
  • added some new optimizations such as clip improvements, area portals, and many new nodraws
  • red and blue spawns have had some minor changes visually
  • the old "dirt area" has been completely changed to add more angles for combat and to take place indoors
  • removed the medium ammo packs in the side rooms
  • staircases have been altered to be less steep
  • texture changes
  • removed the divide between the two paths outside the main building
  • skybox changed to harvest's skybox

- changed the middle floor:
- full healthpack on the middle floor has been changed to a full metal pack
- removed the huge hole in the floor that grants access to the lower floor
- added an outer ring around the middle

- ISSUES I KNOW ABOUT
- displacement on the outside of red spawn has a missing texture pattern
- shadows are buggy as hell don't mind them
- cubemaps SOON I swear
- capture point wont show the right team color when taking back reds capture

Attachments

  • Demolition SH 1.PNG
    Demolition SH 1.PNG
    1 MB · Views: 39
  • Demolition SH 2.PNG
    Demolition SH 2.PNG
    1.1 MB · Views: 44
  • Demolition SH 3.PNG
    Demolition SH 3.PNG
    1.1 MB · Views: 41
  • Demolition SH 4.PNG
    Demolition SH 4.PNG
    1.1 MB · Views: 40
Hey so it wasn't until very recently that I found out that, all this time, I've forgotten to compile the map with HDR lighting properly applied, how silly!

Typically I would post a quick update that fixes my little stupid mistake like always but I am currently very busy with some personal stuff along with a project I'm making that is non tf2 related.

I WILL FIX THIS SOON but it will most likely come with more layout changes as I don't think the layout is up to the standards of other good koth maps are. You can also expect some more detailing, maybe some cubemaps, proper shadows, and other stuff like that. Until then enjoy my mediocre map for now, and wait for it to get slightly less mediocre!
Patch note

-Fixed the skybox showing weirdly by switching it.
Change log:

-Changed the skybox from sky_gravel_01 to sky_coastal_01
-General lighting improvements
-Added a divider between the two points out side the main building
-Added missing patches from ammo and health kits in the main building
Change Log:

  • Changed dev textures on the map to be less intrusive with bloom enabled
  • Layout changes:

- Red and Blu spawns now have one extra exit leading to a different route
- two new flank routes added to the outsides of the main building
- Health packs in the bottom floor of the main building changed from medium to small
- Adjusted some brushes to make certain areas tighter or larger

  • Fixed clip brush on the gate containing the cow to be more accurate
  • Added nobuilds
  • Added a "capture point" texture to help guide players