Shell

Ida

deer
aa
Jan 6, 2008
2,289
1,372
It opens 5 seconds before the Control Point unlocks, it doesn't close again.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
It's been brought to my attention that I should have an area before the central arena to extend walk times and reduce spawncamping. I don't know why I didn't even consider that, but... well, it's pretty obvious to me now that I should implement this is some sort of way. Any input is appreciated, because I'm honestly not sure where to place my spawns now...
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
koth_shell_a5 released!
- Lost the old changelog so I don't remember all of it.
- Basically, more details including not-very-ugly displacements.
- A fancy silo door.
- Got rid of file-bloating Meet the Sniper props.
- Optimized the silo with func_detail to avoid issues with the 160 brushes the basic shape consists of.
- Changed lighting and skybox to Well's.
- Removed unused buoy flash particles.

Surprise: New lighting and more details!

koth_shell_a5-1.jpg

koth_shell_a5-2.jpg

koth_shell_a5-3.jpg

koth_shell_a5-4.jpg
 
Last edited:

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
IT RETURNS! :eek: The angled roof in the 3rd screenshot looks a bit odd but overall it's coming along nicely.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Looking good. :)
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Make those beaches more interesting. Add some tank barriers!
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Tank barriers sound like they would clash a little with the theme, and I don't know if I'd want to trouble someone about models.

Besides, I've got a plan for what I want to do with the beaches... they are going to change a lot in a6. :)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Gameday's over, and I'll bump this to remind you all to give me some feedback. And here are some proposed changes from me:

- Spawncamping is an issue, I'm thinking of fixing this by adding a second spawn by the old one, on the other side of the beach.
- Some clipping issues I picked up from voice chat.

Seeing as my proposed change list is short, this is good stuff, but it's also much more of a reason to throw any small or big issue my way. ;)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
solid expirience. fix water level, detail it moar nad this will be mah community koth map of choice
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Yeah, about the water... I'll of course align the brushes and stuff, but what I'm worried about is that the textures won't align, which is of course very bad news because it would create a fugly transition. Any ideas? D:
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
so say...better the sky water be UNDER this..if same level is not possible
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Still, though, the textures would (perhaps) not align, which is what I fear. :/

I might have to create something to cover up the seams, but I have a feeling that would be ugly as well.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I had the same problem on Lighthouse. It's to do with how the water is shaded. I changed a few properties within the water material but I could never get the world water to match up with the skybox water without losing a lot of the shader effects.
 
Aug 19, 2008
1,011
1,158
that´s why i stretched out premudas not-skybox water as far as i could, to make the transition less noticable, fog also helps tons
there´s no drawback on fps, since it´s just empty visleafs.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Yeah, I heard you did that, eeire, but I assumed it would have some bad consequences. I guess that's pretty much my only option though.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
As everyone who's played this map knows, spawncamping is a problem. I want to keep the compact size, but this is a problem that needs to be addressed. One thing I'm doing is creating a second spawn across the beach from the existing one, but that doesn't really prevent it from happening in the first place.

I ran a short test today, and VFIG brought to my attention that spawncamping might be mainly because of the path that goes from the silo to the buildings that are next to spawn, and I agree with him about that. Please tell me if you know what I could do about this. The obvious option is to remove the staircase and make it a drop, but that would make it a dead end as well, so I'd have to do something about that. Any ideas are welcome.