Hello everyone! It is I Adawnby (although known here on TF2 maps as Adawby because I messed up and forgot the N when registering) and I bring forth version a6 of koth_wildwater! Ok in all honestly it isn't all that exciting as it was me realizing a5 download gives you the vmf file of the map and not the compiled bsp as it should be (my bad lol).
Anywho a6 brings up quite a few changes and considering I forgot what I added since a5 I'll try to explain what's new without repeating things I've already changed before.
1. Roofs on buildings are now more detailed and such be more notable if they are able to be blast jumped onto. Previously players would not know what roofs were accessible, now it should be a bit easier to identify which roofs are accessible. However, don't be fooled by the new laser on top of the capture building, it's for aesthetic, yes, but the roof is very much so accessible.
2. Added new ramps and improved the ability to get out of the water in the middle of the map. There are now team colored wooden ramps where a simple dirt ramps used to be which will allow players much more ease when leaving the water while also knowing which side they are going to. In addition the automatic getting out of water has been improved and now you can exit the water near the tree at the middle of the map. Speaking of the middle and water... the undersection of the capture building is much more streamline and less cluttered.
3. Going off from point 2, the capture point has been greatly changed. the wonky ramps that lead into the point are now stairs the lead into a new extension of the boardwalk around the capture building. This in my opinion adds more options and flexibility to the capture building.
4. Made the once boarded off mini-buildings accessible. These buildings once served no purpose and now they act as a small passage with a cracked/broken wall exit. Before these exits are small pickups. To compensate for these new pickup additions, the small healthpack in the slanted roof buildings have been removed leaving only a medium ammo pack due to their close proximity.
5. Added new screenshots. Ehh im overglorifying this bit, but hey at least they are finally up to date as of a6.
That's all folks, im sure there are changed I didn't address but you'll surely note when you load up the new version of the map. As always, drop feedback if possible and have a great day!
PS: Before I go I might have forgotten the bugged resupply kit animation triggers that I addressed in my known problems from my previous post. I completely forgot about this and don't know if its fixed since I just remembered about it when posting this update. Please let me know I fixed it, if it's not then when using a resupply locker the animation for opening it will occur on the other locker for the same team spawn. Also I want to note that considering im still sort of in experimental alpha phase I've decided to shelf doing lighting and have scaled back my efforts for detailing as a whole until I can get the general gameplay aspect of the map to a level that is acceptable. It doesn't mean I won't ever do detailing or lighting however so don't stop your feedback on that! Lastly, if you know any really good tutorials on specifically lighting please tell me, I think I got the jist of texture manipulation and what not, but to date I can't find an easy to understand lighting tutorial.