Dredge

KotH Dredge b3

zahndah

professional letter
aa
Jul 4, 2015
721
642
New a2 update with added larger map!

-Changed stair room
-Added more map
-Hopefully less laggy now (maybe not)
-changed juliet balconies to look more stylish.
-fiddled with pickups a tad
-clipped off beam on either side of mid
-added more beams either side of mid (unclipped)
-maybe something else.

Will take screenshots soon!

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
A3!

-slightly improved clipping on stairs
-added a lil' wall at arena outside spawn lobby
-changed spawn lobby building to tower
-added nobuild on beam
-cover on side flank
-slightly changed outside flank stairs
-uncramped stair room slightly
-took screenshots

screenshots:
koth_drudic_a30000.jpg
koth_drudic_a30001.jpg
koth_drudic_a30002.jpg
koth_drudic_a30003.jpg
koth_drudic_a30004.jpg
koth_drudic_a30005.jpg
koth_drudic_a30006.jpg
koth_drudic_a30007.jpg


Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
a3a.

-added 2nd floor on balcony building
-put some planks down to stop people going insane at mid side buildings
-bspzipped map

Still working on 2nd floor of balcony building, not sure what to do with it. As it stands it is there to be a safe(ish) place for spies to decloak quite deep in enemy territory, or as a safe engineer nest place, but not a very offensive one.

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
A4

Widened flank areas a bit, hopefully now not too thin, but maybe still

Havent widened point area, as the most specific 'widen the map' feedback i got was from YM telling me the flanks were too tight. If it is still not wide enough i may consider widening the point area unless people are more specific. Also havent taken new screenshots as all ive done really is widen the flank areas about 100hu each.

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Added some stone-henge like structures around mid, to make it harder to spam from the buildings. Now people can spam from these structures but they have much less maneuver space and cant retreat as easily.

Added patches under pickups

Added windows at flank to see onto point area, can also jump out of one of them.

koth_drudic_a60000.jpg
koth_drudic_a60001.jpg
koth_drudic_a60002.jpg


Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
A7! pretty much just procrastinating remaking the map

-Made flanks wider
-Made mid slightly wider
-Changed mid building outbuilding things
-Made it slightly harder for soldiers / demomen to roll out at sonic speeds
-Added more clipping on places that there should have been
-Removed odd beam thing that you could stand on
-Lowered beam thing that you cant stand on
-Made mid buildings slightly smaller
-Added playerclip at flank crates so you can step up the small lip
-Changed optimization slightly
-maybe something else

I should probably remake the map to deal with its width problems right?

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
A8:

-Removed useless side path
-expanded all other paths
-made inside areas slightly more roomy
-changed middle house
-changed stair room
-widened main entrance to point
-widened point area
-detailed spawnrooms
-changed watertower to some rocks
-added small side route area
-updated screenshots on OP

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Mostly bugfixing

-shortened captime from 12 - 9 seconds
- changed stone hengey things around point to not cover the point so much
-changed rocks either side of point to be slightly thinner
-lowered some tires slightly so it is easier to just run up them
-added a lil' player clip
-clipped some stairs
-made chicken wire less giant

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Changed some stuff

-rocks now test textured not dev textured
-rather than white in 1st lobby rocks now yellow gold
-cap time lowered by 1 second
- removed henges
-added some wood planks on mid rocks
-added some capture signs on those small rocks
-Added some tree stumps atop mid rocks
-added small rocks at mid building doors
-improved clipping
-changed big balcony building a tad
-widened alley flank entrance to point slightly

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
some changes are (probably forgot some stuff):

-more metal
-wall trees changed to stumps
-lowered side railings
-done some optimizing
-changed rocks to gold
-removed side rocks on mid
-improved clipping
-changed mid room slightly
-added decal signs on wood barriers on rocks at mid

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
This probably will be the last alpha version.

Changes:
More gold!
moved resupply slightly closer to doors
changed cap wall slightly
slightly improved clipping
updated screenshots on OP

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
The map is now beta! And also now called dredge.

-Artpassed the map
-minor other changes

todo:
Make skybox not shit
clip some stairs that i think i forgot to
make blend not so bad
optimize
improve general clipping
add more detail props
build cubemaps
take screenies (forgot D:)

Read the rest of this update entry...
 

Festive Ocelot

L1: Registered
Dec 22, 2015
3
1
With some proper texturing and touching up, I really think could be implemented as an official map! It's very unique, I love it! :D