Luftangriff

Luftangriff B5a

Apparently, the trigger that changes your cap rate will cause the server to crash IF AND ONLY IF you die while inside it AND it gets disabled while you're in the death cam view. If you respawn, everything is good. It's only that 5 second window of being dead where the server will crash. We can't have nice things can we? Spend a huge amount of time troubleshooting for something so dumb.


Changelog

  • Fixed server crash bug yadda yadda
  • Adjusted some prop fades
  • Adjusted some lightmap scales
No, I didn't forget about this map, but here is a big update with a big list of changes. Next update is probably rc unless something goes horribly wrong.

Here are some updated pics;
20180205193624_1.jpg 20180205193627_1.jpg 20180205193708_1.jpg 20180205193802_1.jpg 20180205193834_1.jpg 20180205194019_1.jpg 20180205205617_1.jpg


CHANGELOG

Gameplay
  • Fixed a bug that caused the wrong koth timer to start.
  • Fixed wonkiness associated with changing cap rate.
  • Another clipping pass.
  • Made sidebuilding health/ammo into mediums.
  • Slightly reduced timed air raid timer (85s to 80s).
  • Increased recap air raid trigger cooldown by 5 seconds.
  • Removed a small fence on side buildings.
  • Removed easy roof access to side buildings.
  • Removed roof debris of side buildings.

Bombs
  • Editted explosion sound.
  • Slightly lower explosion sound.
  • Slightly more variance in direction.

Details
  • A minor lighting rework (still experimenting).
  • Remade brushwork for destroyed roofs and walls.
  • Continued asymetrical out of bounds details for Red side.
  • Remade 3D skybox to align things better.
  • Added cracked plaster overlay to broken walls.
  • Remade Blu cliff out of bounds detailing.
  • Added some overhead wires.
  • Removed bunker door props in trench areas.
  • Removed motorcycle props.
  • Removed frontline skybox props.
  • Replaced shiny wood texture.
  • Fixed some displacement seams.
  • Fixed floating physics props.
  • Added entrance to bar.
  • Added some more little rock props.
  • More truce day cancelled posters.
  • Better texture alignments.
  • Other misc. detail changes.

Technical
  • Disable collisions on many props causing errors.
  • Fixed most offgrid geometry.
  • Fixed fade distances on some props.
  • Adjusted areaportals.
  • Removed occluders.
  • Optimized some displacements.
This is the version that will be submitted to the workshop. It's still beta though. The main gameplay change is limiting the air raids. Turns out, there was some funky logic that accidentally made them more frequent than anticipated.
Unfortunately, I couldn't fix more specific issues from the testing because the feedback system wasn't working.

Changelog:

  • Made the timed air raids much less frequent.
  • Put a cooldown on air raids after capture.
    • There won't be an air raid after capping if there was just one within 5 seconds.
  • Fixed menu photos.
  • Increased lightmap scale on broken building walls (less squares).
  • Fix a micro-nodraw.
  • Adjusted some props.
  • Adjusted some lighting.
I had to fix the bomber plane animated propellers and went ahead and fixed some other small things. Also new menu photos that I forgot about.

Changelog:
  • Aligned some more textures.
  • Removed some skybox brushes that caused unintentional culling.
  • Adjusted skybox.
  • Readded bomber plane propeller spinning.
  • Added level menu photos.
Now I don't have to question why there were identical waterfalls and rivers on both sides (Updated pictures on the main page). This update also has general improvements, so that's always good. Note: I'm fairly confident in one or two more beta versions before going to release candidate.

Changelog:

New Asymmetrical Detailing!

Increased time of timed air raids.
Improved clipping.
Lowered volume of planes.
Adjusted prop fades.
Reduced time explosion particles persist.
Fixed transparency of areaportal windows.
Fixed floating bottles.
Fixed a nodraw.
Adjusted some lighting.
Fixed some inconsistencies in detailing.
Corrected the chimneys and smoke.
Added a few more little props.
This update was actually ready a while ago, but it was just until now that I felt like compiling it. Enjoy.

*Changelog*

Gameplay Changes
  • Koth timer now properly pauses during all air raids.
  • Timed air raids occur every 75 seconds instead of every 60.
  • New randomized parachute drop pickups.
  • Made some props non-solid.
  • Improved clipping.
  • Adjusted Health/Ammo
  • Slightly louder siren.

Detailing Fixes/Changes

  • Added slightly more team distinction between sides.
  • Made the stairs more detailed.
  • Made the prop staircase in spawn into brushwork to fit better.
  • Added missing trees from blue side.
  • Aligned some textures.
  • Adjusted lighting on gameplay signs.
  • Extended roof wood beams in places.
  • Fixed rocks clipping through ground.
  • Soundscape Adjustments.
  • Added a few more beer bottles and other little props.
  • Added some easter eggs.

Optimizations
  • Adjusted alot of prop fade distances.
  • Introduced some func_lods.
  • Adjusted skybox brushes.
  • Deleted alot of placeholder entities.
This is my first beta map, so it's the first map that I have fully art passed. It's not going to be perfect, but it's a start. Any feedback is welcome.

Pictures after the changelog.

*Changelog*
  • Artpass! Woo!
  • Slightly reworked Air Raid logic; removed bugs.
  • Planes have sounds.
  • Adjusted health/ammo.
  • Sirens are force stopped at the end of a round.

Pics:
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Self explanatory update.

*Changelog*
  • Fixed Air Raid logic.
  • Added Announcer voice lines to better indicate air raids.
  • Added icons to the text that shows up.
  • Added full health/ammo to side buildings.
  • Adjusted volumes of things.
  • Animated the propellers of the bomber plane.
  • Fixed weird clipping.
I've already began detailing spawn, so this is a relatively small update to fix the cramped area around mid. Also, most of the framerate issues have been temporarily resolved. Turns out, the frontline wall lamp is very resource heavy for what appears to be no reason at all. Read the changelog for other changes.

*Changelog*
  • Experimenting with an altered mid.
  • Removed the roofs off of the side buildings (engies won't be safe in there anymore).
  • Long pathway connecting mid to the buildings is wider.
  • Changed arched bridges to flat ones, they were dumb and didn't fit the style of Rottenburg.
  • Removed player clip block off one of the market stands.
  • If a team hasn't capped the point after 60 seconds, an air raid is called anyway (there are some issues).
  • Replaced all wall lamps at mid.
  • Added some walls for more cover.
  • Removed some small health packs.
  • Added some ammo packs.
New pics of mid:
20170307012235_1.jpg 20170307012237_1.jpg
No layout changes, but mainly small changes in preparation for beta. I'm fairly confident this will be the last alpha version, and any other changes will be put into the beta version. However, if a major change is required, I'll keep the map in alpha.

*Changelog*
  • Adjusted the spawn location of the bombs to be slightly higher up
  • Adjusted the timing of the red arrows.
  • Lowered the explosions' volume.
  • Slightly increase explosion radius.
  • Slightly lowered the sirens' volume.
  • Increased cap time to 32 seconds (from 28).
  • The planes arrive slighty sooner for a shorter air raid.
  • Increased respawn wave time to 7 seconds (from 6).
  • Made some light props nonsolid.
  • Added lights to some dark areas.
  • Clipped the props at mid.
  • Clipped off resupply sign.
  • Changed the mini wall on the bridges to a wood texture instead of wire.
    • Adjusted their length to work with new clipping.
  • More skybox brush optimizations
  • Added "building" to justisfy clipped off roof to left outside spawn.
  • Misc Changes:
    • Changed some medium healthkits to small.
    • Removed prop fade on a sign.
    • Raised the wall covering the health/ammo on left side.
    • Moved the parachute drops away from under the stairs.
    • Added second resupply cabinet to spawn.
    • Removed a nobuild I forgot to remove.