koth_hydrothermal

koth_hydrothermal _rc1

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with this update, rc1, i consider the map finished. unless something comes up, this will be the final update before i move on to other projects

  • taught birb how to fly
  • removed smoke
  • added extra shutter
  • fixed some texture issues
  • fixed gap in displacement somewhere
  • fixed two doorways
  • worsened reception
  • fixed floating ladder
  • fixed an issue related to blockbullets not, uhh, blocking bullets (yeah....)
  • added cubemaps
  • added soundscapes
  • adjusted lighting
  • added cobwebs
  • made some rocks look nicer
  • updated nav mesh
this update adds more detail, flushing out the spawns as well as some other fringe adjustments. few gameplay related changes. oh and a 3d skybox

  • added 3dsky
  • as a result of having 3dsky, made big changes to spawns
  • added birb bud
  • expanded plumbing in lobby
  • added shutter-bits to some doorways
  • added wooden trims to not-so-secret bomb storage
  • added forklift (he's eating soup with a fork)
  • added more storage options to kitchen
  • added big fan (im a big fan of this change)
  • added 'accident' to the bar
  • adjusted some displacements
  • changed size of box
  • messed around with the fog
  • tweaked some textures
  • fixed some props floating
  • removed a door that didnt make sense
  • spec cam adjustments
  • lowered point cap time
  • extended cover bottom right
  • made shortcut jump easier
  • made team distinguishing better in some areas
  • changed box on point. it now prevents fall damage
  • small adjustments to displacements to prevent (most) crouch-stucks
  • point rubble adjusted slightly
  • fixed asymmetrical clipping (GUH)
  • fixed glaring issue(s?) with fountain
  • removed excessive lamps
  • rotated a box
  • added a box
  • changed up some fences
  • fixed some small issues with geometry
  • fixed some texture issues
  • fixed a collision issue
  • slightly raised bottom point
  • made rubble on point not be solid
  • added MORE spec cams (and centered the one above mid)
  • fixed some visual inconsistencies
  • adjusted some propfades
  • changed mid name
  • adjusted floor visual around main/concrete
  • removed some unsightly shadows
  • fixed tv wire in bar
  • the deer is now more shy and the cow more friendly
  • added extra spec cams
  • added extra surveillance devices throughout the facility
  • moved some foliage
  • tweaked cliffsides
THIS PATCH NOTES CONTAINS SPOILERS. GO CHECK IT OUT YOURSELF IN STEAD. YOU HAVE BEEN WARNED.

mostly a big detailing update but some small touches that impact gameplay.
gameplay changes:
- started construction of a building on mid, to serve as cover.
- added shelves in hallways as parkour options
- added security guard shack to parking
- littered more props around the map
- tiny adjustements to ramps leading into balcony from main & leading to main from concrete
- added awning to garage, preventing cheap spam angle. clipped off potential yucky hiding spot
- fixed jump up water barrels in lobby not working as intended

artpass-related additions summarised:
- added a bar
- replaced fountain with brushwork
- added parking area signs
- added bridge support structure
- added more buildings to spawn's out of bounds
- furnished the office (ft. replacing of hl2 computer/keyboard with custom ones)
- the aforementioned shelves and guard shack were added
- added building, grass and animals to out of bounds on mid. also reworked the parkour up to balcony
- added cave-esque displacements to mid
- added sewage everywhere
- changed some glass textures to metal grates
- changed up chicken wire fence under balcony
- put up some paintings
- added cliff walls
- added out-of-bounds walkway in lobby
- added parkour in spawn (setup-time activities type stuff)
- changed material of oblix ledge to better articulate its existence (+ added tiny support beams)

other misc. changes:
  • redid some of the clipping / brushwork around concrete and the funny stairs
  • vertex adjusted some things that didn't make sense
  • related optimisations (no one would ever notice these, why am i even writing this), like merging some brushes
  • some props have been scooted over by a few units to fix unsightly gaps / improve protential hiding spots
  • tuned lighting
  • changed health/ammo indicators
  • propfade tweaks
  • added lateguy's posters (thanks lateguy :))
  • removed all other custom assets
expanded plumbing and ventilation
made areas dustier
changes/improvements to the death pit
added curbs
changed some textures and models. map now uses less custom assets
misc detailing
PLANTS
added extra lights to mid

small update
small decal changes & fixed collision on rocks
mostly a detailing update (expanded vents and plumbing, made map messier, updated spawn room)
fixed some clipping issues
messed around with glass
other trivial changes to displacements and some optimisations
fixed deathpit not killing you
After almost a month, here is the first beta version of the map!

  • Completely redid the lobby.
  • Visuals across the map have been polished up.
  • Some props were removed or swapped for others.
  • Spawn area was adjusted.
  • More connectors were built and dropdown was moved into the balcony room.
  • Moved garage around and how it connects into the map as well as largely refurnishing it.

These patch notes barely do the update justice. It has been a lot of work and I am proud to present the updated version.
The map is by no means done yet, but this has been a big leap forwards in the development of the map.
I hope you enjoy!
Updated sceenshots soon tm