koth_spillway rc2

Compact KOTH map set in a hydroelectric dam

  1. rc2

    pont
    rc2
    CHANGELOG:

    - brightened team exits onto damside
    20200106181948_1.jpg 20200106181952_1.jpg
    - stair clips are now blockbullets
    - fixed unassigned overlay faces
    - adjusted displacements by sewer tunnels
    - added no entry sign to BLU spawn detail door
    - fixed z-fighting on capture zone railings
    - fixed misaligned light in RED spawn
    - remembered to update soundscape file
    rc1c didn't have soundscapes packed because i'm a fuckin dumbass
  2. rc1c

    pont
    rc1c
    CHANGELOG:

    - changed helipad diamondplate from white to grey to alleviate HDR issues
    20200105164316_1.jpg
    - clipped vents over short spawn exit
    - adjusted detail door in RED lobby to make it clearer it doesn't open
    20200105164311_1.jpg
    - mid cubemaps now correctly reflect the control point
    20200105164323_1.jpg
  3. rc1b

    pont
    CHANGELOG:

    - custom asset cleanup
    - added trims to mid stairs
    - soundscape improvements
    - adjusted damside signs
  4. rc1a

    pont
    CHANGELOG:

    - updated soundscapes
    -- fixed audible water before the spillway opens on point capture

    got lucky with the repack compression and somehow saved 3MB. no idea. don't ask.
    Alternating Current thanked this.
  5. rc1(!!!!!!!!!)

    pont
    logotext.png

    CHANGELOG:

    - adjusted spawnpoint directions
    - improved cubemaps:
    -- fixed weird cubemaps on floor leading out of team bases to damside
    -- upped cubemap resolution and improved placement of cubemaps for reflective windows
    -- turbines now appear in mid cubemaps
    - changed lobby stairs to diamondplate metal
    - changed helipad overlay
    - fixed missing overlays on damside fence signs
    - fixed red barrel in BLU lobby
  6. b2

    pont
    CHANGELOG:

    - clipped mid pillar bevel
    - propjumps at turbines are now equal on both sides
    - made damside pipes nonsolid
    - changed damside fences
    - tightened clipping on mop and bucket in RED battlements
    - adjusted spawnrooms
    - fixed func_smokevolumes in spawnrooms
    - added frames to detail doors
    - added trim to damside windows
    - adjusted spawnroom pipes
    - added trim to damside diamondplate metal floor
    - ronck
    - removed collisions from sewer tunnel caps
    they weren't acting solid anyway and...
    Alternating Current thanked this.
  7. b1

    pont
    CHANGELOG:

    - art pass!
    - made battlements windows one-way (mid-facing side is now opaque)
    - reduced amount of cover damside
    - submerging viewpoint in damside water no longer banishes you to the shadow realm
    - lowered sewer water to ankle height (8hu), removed teleporter nobuild and extinguish trigger
    it was a janky and nonstandard gameplay element. fuck that.
    - adjusted mid interior cover, blocked crack sightline
    - clipped doorways, big sewer pipes
    RevolutionTeam thanked this.
  8. a18

    pont
    changelog:

    - added railings to stop people falling from the control point to the lower floor
    it was kinda awkward in combat, though i still want those ramps to be pretty open. best of both worlds.
    - adjusted clipping on stairs to control point

    Images

    1. 20190911132840_1.jpg
  9. a17

    pont
    changelog:
    20190909164320_1.jpg
    - added small health and medium ammo in ground floor routes to mid
    this should let each team have more of a foothold on the ground floor by the point.
    20190909164256_1.jpg

    - removed shipping containers
    - added ramp in team bases to connect raised lower area with upper area
    20190909164315_1.jpg
    - adjusted balcony access
    - fixed massive sightline into team battlements from mid
    oops
    - fixed sightline from outside to mid...
  10. a16

    pont
    changelog:

    - put sewer health kits back up to medium
    turns out they're far enough away from the new small health kits that it's not a problem
    - removed hydro barriers from control point and doubled size of side ramps
    the control point felt cluttered. i worry that if the point isn't a safer place to hold because of this, teams will push into team bases. we'll see how this change goes.
    - adjusted signage
    - made back wall of sewer stairwells white
    these two changes should make...