koth_spillway rc3a

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rc3a changelog:

- fixed missing LDR lightmap data
- fixed missing pipe model in detail room behind RED spawn
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
- clipped pipes above the shutter door at mid
- fixed a bunch of pipes in each spawnroom having collissions
- handtruck in tunnel beneath mid is now nonsolid
-- added small blockbullets on its wheels to prevent hiding stickybombs
- fixed observer point half-obscured by a pipe
- clipped barrels by BLU computers
world's shittest pixel walk
- removed the Single Prop used from snowycoast assets
- fixed missing clipping next to stairs beside point on BLU side
- fixed pipes clipping into metal trim on mid
- updated matte pipe edits to new versions
oh my god i had to repath every fucking pipe model
- fixed some helipad brushes not being tied to func_detail

- brightened team exits onto damside
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- 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

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

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

- 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.


- 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

- 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 were causing some impact particle weirdness
- slightly brightened missile room lighting
- fixed flickering on secret


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- 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

- 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


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