koth_hydrothermal

koth_hydrothermal _rc2a

this update addresses some issues that were discovered by and while hanging out with pyroham. thanks dude :D
  • added water to the sinks
  • subsequently updated/adjusted some faulty water textures
  • improved a parkour over by the lower door to mid
  • fixed a rendering issue on dx8
small update with some visual tweaks / touches. no gameplay changes. though the new texturing might help distinguish what side of the map you are on, which could technically impact gameplay. a real thinker, this one

  • changed some textures and added some trims
  • rotated a rock
  • fixed a texturing issue
wanted to fix missing parkour but then i (inevitably) found other things to do as well

  • messed with some displacements
  • cleaned up textinfos a bit
  • made the sewer hole less flat, added clipping to support this. also added metal bars
  • re-added spawn parkour (which was removed accidently)
  • fixed some strange brushwork choices (you wouldn't notice these, but still)
  • added bush(es) to horizon/silhouette
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