Smiw

Smiw A11a

Changes:
  • added an additional dumpster to serve as cover for people exiting from the basement into the left field
  • moved the bulldozer slightly closer to the point
  • slightly moved the pick-ups in the basement to make them more visible
  • added nobuild brushes between the ends of the spawnrooms and the visualizers
  • slightly moved the sign on the sandbags
  • patched a gap in displacements
Changes:
  • added some obstancles to make sniping people exiting the spawn less convenient
  • reopened the flank (but the only entrance is throught the basement)
  • changed the layout of the stairs at the point to make entering the bar less convenient for the defenders
  • added some neat props in the bar basement
  • readjusted some ramps and props around the newbuild
  • rearranged the pickups from the flank
Changes:
  • cancelled the flank (sorry)
  • added an additional barrier in the bar building
  • removed the sticking out scaffold pieces
  • lifted the cover of the point
  • pushed back the border of the spawnroom
Changes:
  • simplified tree collisions
  • closed the passage through the middle of the newbuild
  • closed the passage between the back yard and the basement
  • enlarged the back yard a little bit, and changed the layout of the stairs leading to the resupply
  • added some temporary soundscapes to break the oppressive silence
  • reorganization of the instance logic due to switching back to the stock vbsp (valve pls fix)20240407183451_1.jpg20240407183510_1.jpg20240407183559_1.jpg20240407183617_1.jpg20240407183723_1.jpg20240407183835_1.jpg
Minor stuff:
  • changed all clipping on stairs into blockbullets
  • added collisions on some oob props (no need to yell Katsu)
  • made some wall-hugging props nonsolid
  • fixed clipping of the annex' roof
  • fixed te entrance to the basement being too tight
General changes:
  • slightly decreased capture rate
  • increased the respawn waves to match most other koth maps (might undo this later)
  • restructurisation of instances and logic
  • slight relocations of pickups here and there

CP area changes:
  • team-colored bar buildings
  • one more one-way gate into the tree yard
  • closed off the passage between the tree yard and the basement under the bar
  • added a dropdown between both levels of the bar building

Newbuild changes:
  • slightly changed the layout on both levels of the building
  • simplified the ground in the backyard in response to the abovementioned changes
base.jpgbasement.jpgdropdown.jpgleft field.jpgnewbuild.jpgoverview bottom.jpgoverview top.jpgpoint.jpgright field.jpgsecret.jpgtree yard.jpg
Another package of minor changes:
  • fixed a hole in the ground
  • added a clip to prevent going through the trees at spawn
  • fixed some diplacement leaking through walls
  • redone the ground of the back yard
  • slightly enlarged the area protected by the visualizer
A bunch of minor changes:
  • restored an accidentally hidden visgroup with clipping (oops)
  • aligned the fences on both sides of the map to the same height
  • removed shadows from the flank gates
  • added some more clipping on the stairs at the control point
  • added some clipping to prevent players from getting stuck under the overhang near the basement exit
  • added some more props to signify oob areas
Significant changes:
  • widened the capture zone
  • removed a clip over the sniper barrier

Minor changes:
  • removed the horizontal grass
  • increased the trigger volume for the flank gate
  • added a gutter to hide some brush misalignment
  • fixed some irrelavnt hole in a displacement
Minor changes:
  • a bit of fiddling with the flank gate to prevent it from acting as catapult
  • removed a clipping brush over the trees behind the resupply locker
  • slightly raised the anti-spawcamp barrier