Probed

KotH Probed RC2

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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Update!

Beta 8
(Experiment) Extended the capture zone to under the mid building roofs
Widened/ optimized new structures created last update
Removed wall dividing ramp rooms up to the building behind mid
Broke up huge line of sight towards mid
Streamlined a few routes
Lowered tractor-beam UFO timer slightly (so it comes out more often)
Moved a little cover around
Changed some material usage to make the map more cohesive
Tweaked some lighting
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
A few notes from the HonC test:
-There's a displacement seam right here:
pz0Geoj.jpg

Just outside of Red spawn. There's actually another one just a bit ahead.
-Add a medium medkit somewhere around here:
4ZiGweH.jpg

All the health retreating from the point is really out of the way and small.
-I thought you were supposed to be the master of clipping.
 

Zed

Certified Most Crunk™
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Aug 7, 2014
1,241
1,025
Oh yeah, one more thing.

The ramps leading up to the second floor of the building by the point are really, really narrow and they just feel sort of weird to walk through. Widen or open them up.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
The one in the second screenshot on the first page, basically.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated, downloads in OP.

Beta 9
Overhauled alien explosion damage filtering to fix exploit where players could kill teammates
Doubled alien explosion damage
Reduced capture time slightly
Reduced capture zone back to original placement
UFO now hovers for 3 seconds before starting tractor beam over point. Stil stops 8 seconds after arriving. (this gives you a chance to run away/ hide from it)
Nerfed buff coming out of ship significantly. Uber half as short (still there to help disorientation coming out of tele), now gives you mini crits for 6 seconds.
Changed speed boost type on board ship (no longer infinite jumps variety)
Fixed missing pre-teleport in particles for on-map alien spawns (warning of telefrag)
Adjusted some health/ ammo placement (experimenting a bit here)
Lighting tweaks
Detailing adjustments here and there
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated, downloads in OP.

Beta 10
Moved spawn buildings over to center exits more
Moved spawn points to encourage more side door use
Re-detailed interiors of spawn rooms
Lowered tractor-beam UFO timer slightly (so it comes out more often) (again)
Removed two of three health packs inside the UFO
Adjusted some detailing/ clipping
Slightly lowered capture time
Did some lighting tweaks
Improved optimization
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Feedback time!

flwJ8rH.jpg

Weird lighting is weird. It's not present on RED's side, only BLU's side is borked. Just look at the way both the lamp and the door are lighted.

0OVYC09.jpg

All these trees have some weird lighting going on. They're lit as if they're fullbright.

8PqMcrh.jpg

Hole in the wall+some black bar that's not part of a texture. Invalid brush maybe?

lSg8vMT.jpg

Again, black patch of nothingness. Again, invalid brush maybe?

J80GPJp.jpg

Something's blocking light, but it's not rendered. Same on BLU's side. Also, BLU's side has another prop here casting shadows, RED's side doesn't.

OoMoWzy.jpg

Wall sticking trough roof displacements.

0zvB2t2.jpg

Floor sticking trough ground displacements. Goes for both sides.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The door lighting is kind of unavoidable anyway if you want it to be dynamically lit. The spawn doors at final in Granary have a similar issue, from the inside, but at least it's an animated prop with what looks to be proper vertex lighting (which is weird because I thought Source didn't do that).
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated to Beta 11, downloads in OP!

Beta 11
Exploding on-map hazard aliens can now respawn after being destroyed
Removed some clipping on a roof going to mid as an experiment
Fixed stupid displacement thing I missed for so long despite lots of people telling me about it
Got particles updated so teleporters rotate properly on the ship
Adjusted a bunch of lighting

Be sure to subscribe and favorite this on the workshop!
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated to RC1! Downloads in OP, I'll get some new screenshots up soon!

Skipped posting Beta 12 here because it was just a quick test build, but here's my half assed changelogs anyway:
Beta 12
Extensive lighting and optimization pass
More detailing added/ cleaned up
Reduced a little bit of console spam
Some other stuff, I dunno.

Release Candidate 1
Extensive detailing/ lighting polish pass
More optimization tweaks
Added some hidden things to the map
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
To answer in order:

Whoops.

Looks like I missed mirroring the clipping on that side for those props, the other side does have it.

There wouldn't be a landing where the wall got blown out. I think it flows fine there.

Yeah I suppose I was a little aggressive with that fade.

Meh, I suppose I could clip it, but I can't see that area really being that high traffic.

Whoops (I swear I fixed that.)

I decided not to expand those side routes to limit that upper areas use a tiny bit. I don't want them to be super high traffic, and that's one way to stifle that a bit. Basically "working as intended."