Probed

KotH Probed RC2

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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Updated to RC2!

Download in OP.

Changelog:
Implemented a few new alien props
Fixed a couple minor visual issues
Fixed some clipping problems
Added a new easter egg
Updated localization files
Removed Herobrine

This is also the first time I've gotten to use the new repack feature!
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
May I ask how much space repacking saved?

Also:

C83BB05520D52B39578B5D0B5FC1DF19F9BBFF05

F77FFF1B3F20647E2DF5F91F73CED02888E091AE

49295311929C266639363AC991BAFE68D4FFE900

82934F1AFE465F5D58E9761A5418C122FD7326D3


Man, that's a lot of red in the console. Particle errors (though they still work on the map for some reason), prop_statics without a VPhysics collision model yet collision turned on, func_breakables using unknown or obsolete materials (though they still work).
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
The only thing I didn't realize it was doing was the vphysics. New props, should've double checked.

The rest of it there isn't much I can do about. Custom particles just do that, invisible func_breakables also just do that. If Valve gets my custom entity I talked to them about in the game that last one will be fixed, though.

The velocity thing is something to do with my combination of trigger pushes for the tractor beam, but I haven't managed to figure that one out.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Custom entity? Do you mean an alteration to a func_breakable so it can be disabled (like you said in your Strange Mood series which we should have more of, as well as a behind the scenes of Trainsawlaser, with Traingod's approval of course)? Or something completely different?
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
It would (hopefully/ theoretically) be a pumpkin bomb type entity that would allow for a lot more control. This way I could get rid of about half of the entities making the aliens work, including the func breakables.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Cool stuff. What do you think is the chance of it happening though?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well keep reminding them. Valve needs constant reminders about almost everything.
 

Yellow

L1: Registered
Sep 10, 2014
24
34
Congrats on getting added!............... any chance for a pro version for the comp community? :3

It's a great map. Love playing on it. Glad it got in!
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Congrats on getting added!............... any chance for a pro version for the comp community? :3

It's a great map. Love playing on it. Glad it got in!

But this IS the pro version!

koth_casualbed will be much more relaxed.

#oldjokes
 

tyler

aa
Sep 11, 2013
5,102
4,621
It's not gone, but I played it a few times last night and the first time the UFO just... never appeared. But then in later rounds it appeared a lot! So I dunno.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Yeah, that was REALLY weird, tyler. I have been testing it well over a year and that has never happened before. It's really simple logic controlling how that starts, so I'm not sure why it wouldn't just happen.
 

Uncloak and Dagger

L1: Registered
Sep 5, 2015
15
1
Tomorrow I'll give it a go once again. I thought it was discontinued as I hadn't properly loaded the props into hammer, so I saw errors in it, :C, as I had the 2fort ones loaded.
 
Dec 28, 2014
330
307
There does also seem to be a bug where every few matches people start missing models/ materials. Seems to be happening on all the new maps added.
I'm pretty sure the same thing happened with the Gun Mettle maps, I remember a lot of people had problems with Suijin but I only occasionally had invisible trees in Borneo (which was very annoying because it made you think you had bumped into a spy).

Of course I don't know if that's the same issue or not since Valve fixed the issue with the Gun Mettle maps.