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koth_spillway rc3a

Compact KOTH map set in a hydroelectric dam

  1. rc3a

    pont
    rc3a changelog:

    - fixed missing LDR lightmap data
    - fixed missing pipe model in detail room behind RED spawn
  2. rc3

    pont
    menu photos PNG.png

    rc3 changelog:

    - added mission briefing photos
    huh. thought i did that already.
    - fixed soundscapes not resetting on new round
    turns out env_soundscape is amongst the small number of entities that don't reset on new rounds.
    also turns out that OnMultiNewRound doesn't fire in KOTH, but OnMapSpawn does. wild.
    - fixed a bunch of areas under stairs being blockbullets'd instead of playerclipped
    - damside grating clipping is now blockbullets instead of playerclip
    -...
  3. 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
  4. 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
  5. rc1b

    pont
    CHANGELOG:

    - custom asset cleanup
    - added trims to mid stairs
    - soundscape improvements
    - adjusted damside signs
  6. 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.
  7. 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
  8. 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.
  9. 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.
  10. 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
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