Moonshine_Event

KotH Moonshine_Event rc3

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heyyou

L4: Comfortable Member
Aug 19, 2009
191
121
koth_moonshine_event_rc3 - Halloween version of Koth Moonshine


IMPORTANT - Server owners, download this NAV file and place it in the maps folder with the bsp to enable bot/ skeleton support.

7 years in the making, updated for the 2015 Workshop of Horrors.

Features:
Original old-school community favorite custom map updated and reskinned to the Halloween theme
Improved gameplay from original
The Wheel of Doom (spooky!)
Wandering ghosts
Spells!
Pumpkin bombs
Underworld thriller dance routine
Giant drunk skull
Sweet custom props made just for this!


Hey You - Original map creation/ Halloween retheme
UEAKCrash - Underworld/ Halloween retheme/ Optimization/ Shenanigans
Jukebox - Moonshine Still props
Psyke/ Donhonk - Zombie Croc prop
 
Last edited by a moderator:

Crash

func_nerd
aa
Mar 1, 2010
3,312
5,498
Updated to RC3, all new screenshots, and NAV file available for download for server owners in the OP!


RC3 Changelog:
-Drastic optimization/fps improvements (removed expensive/ fancy water, sadly)
-Added chance of warps appearing after capture that suck you into the underworld (listen for the bell)
-No-build added to water
-Lighting re-pass
-Skybox improvements/ adjustments
-Prop optimization
-Small visual improvements and tweaks
-Pumpkin bomb spawns adjusted
-Bot support added
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Where are my real time reflections on the water? These cubemaps look horrible.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Valve, presumably, recompiles all the maps.
I know they do. I want to know why Valve apparently hates "expensive" water. Why have it in the game if you're going to deny the use of it?
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
I know they do. I want to know why Valve apparently hates "expensive" water. Why have it in the game if you're going to deny the use of it?

I'm not Valve so I couldn't answer it for you, but assume they have a good reason.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
I'm not Valve so I couldn't answer it for you, but assume they have a good reason.
Probably "performance" reasons. Not that there aren't any, but try telling that to Valve.
 

Crash

func_nerd
aa
Mar 1, 2010
3,312
5,498
I removed the expensive water because it was too expensive. FPS was terrible on mid in the workshop version, and a lot of the reason was because of the huge body of expensive water stretching out into the skybox. It sucks I had to cut it, but there was just way too much water on mid to be able to ever get away with it. It's called expensive for a reason. ;)
 

ics

http://ics-base.net
aa
Jun 17, 2010
835
537
Changing that water to cheaper really improved framerates on this map. We tested also this one pre-halloween as well as other maps and the framerate really went down. I played this yesterday and i had great experience in the map.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Well, removing that water also made it impossible to look below it, so anybody under water is safe from everybody above the water. That's a problem.
 

Crash

func_nerd
aa
Mar 1, 2010
3,312
5,498
Changing that water to cheaper really improved framerates on this map. We tested also this one pre-halloween as well as other maps and the framerate really went down. I played this yesterday and i had great experience in the map.
I did a lot of other improvements with hinting and tons of prop fades, among other optimization tweaks. I learned a bunch more about it working on this.

But the water did help quite a bit.

Well, removing that water also made it impossible to look below it, so anybody under water is safe from everybody above the water. That's a problem.
But like you said, just like nearly every other map does it. Tough calls have to be made sometimes.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Doesn't the murky cheap water make more sense for a SWAMP anyways?
 

TheAppleJhon

L2: Junior Member
Oct 11, 2015
72
29
I did a lot of other improvements with hinting and tons of prop fades, among other optimization tweaks. I learned a bunch more about it working on this.

But the water did help quite a bit.


But like you said, just like nearly every other map does it. Tough calls have to be made sometimes.
The sad thing is that the map still has a few perfomance issues from my experience. I guess it's also the game itself. TF2 is known for being hard on your perfomance.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
One problem I always had (including the regular version) is that there isn't a middle path towards the point. There are 2 entrances (3 if you include the hard-to-spot bridge side route) and that's it. I always get stuck as a non-jumping class in the area under the Sniper bridge thinking that there's a route there when there isn't one.