koth_hydrothermal

koth_hydrothermal _rc1

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adjusted propfades
fixed shutters/areaportal issue
replaced missing textures / decals
made gamemode work again
big detailing update
more properly defined cliffsides in spawn area
furnished spawn rooms
added plants to tree planter
redesigned buildings on spawn, added extra props, overlays, balconies, window and such
added 'thermal' part of 'hydrothermal'
added support structure to hallways
added stuff to hallways to make them feel less empty / moved some things around
removed cone zone :( ,in stead, added extra route ('cleaning supply closet') to balcony area
moved half ammo inside
added / moved around some boxes
props added in spawn area
changed some small things about the mid like the subtle routes to point
marginal optimisations on filesize, compile time and such


this update should hopefully be the last significant one. i will try to push the map into beta or maybe even a finished state after some playtesting feedback
changed solidity of some props
fixed floating props
resolved some issues to do with packing custom files, changed some textures
tweaked several propfades
removed fences from mid, making the pit more hazardous
slightly raised mid to reduce shutter-to-shutter angle
changed shape of mid to allow spamming low ground
slightly reduced top point capture size
changed pixelwalk to rock jump, it now better communicates the option to the player
raised oblixes & support structure (bc of the new mid height)
some small changes to accommodate for new mid height. removal of one fence, extending of right wall

somewhat sizable update featuring some gameplay related changes to the mid
added surveillance equipment to make hallways feel less empty
fixed LOTS of emergent issues from touching hallways
other minutia like changing lamp color tones, oversights that were the result of things done in a4/5 & some textures

this update features only tiny amounts of changes to gameplay, mostly in the form of 'you can now see through this window' and 'the windowsill is standable'
added fence to tree
added billboard
changed some decals
added top secret bomb storage
adjusted some clipping
trivial optimisation
changed metal texture to be rusty
added parking bumpers

mostly adding/changing some visuals
added area portals
fixed 'diaper' or how map is seperated from the void
changed some world geometry into func_detail and the other way around to accomodate for areaportals & the way the map is sealed
fixed some holes, z-fighting, broken decals
adjusted propfades. it's the same value across all props. might need more specific tweaking on some
added some tiny bits of detailing
reworked pixelwalk into rock jump for consistency
lowered some lights
other minute changes no sane human would ever notice (feel free to interpret this as a challenge)

mostly an optimisation update. i know it was successful bc props now unload, file size is smaller (despite adding stuff) and the compile time is now MUCH faster

next update will add more detailing, fixing sewer decals + anything else i get feedback on
fixed red cabinets
fixed missing decals (shutter, sewage)

next up will be an optimsation update (areaportals, propfades, fixing 'diaper') + some extra visuals in the hallway & redoing decals on sewer
applied glue to displacement
adjusted spec cam (does it work now? who knows)
added tonemap to appease the discord bot
hopefully the bot accepts my creation now