pl_watercontrol

PL pl_watercontrol a5

Aeix

L3: Member
Feb 14, 2016
147
58
This looks pretty good actually, although I would say that judging from the screenshots, there seem to be a lot of open areas with very little cover other than the buildings themselves. It can be worth putting in a couple of props even in alpha, so that when the map is playtested, people have some cover. It doesn't have to be final, but it is very useful in playtesting. It doesn't need to be anything that is too detail-y or small, my personal favourites for throwing down quickly when I'm building a layout are the "container", "truck" and "hydrobarrel" props.
 

D0om

L2: Junior Member
Feb 26, 2016
97
104
- lots of minor changes
- added trigger_hurt in areas it was missing
- nerfed few sightlines
- added patches under health & ammo pickups
- made very last tracks close to final cap roll backwards zone
- bunch of clipping fixes

Read the rest of this update entry...
 
Last edited:

D0om

L2: Junior Member
Feb 26, 2016
97
104
- added forward spawn for RED team on 1st point, reduced walk time and made it less confusing
- reduced RED respawn times after 1st and 2nd point capture
- added textures on certain doors informing you they don't open yet
- added more cover prop cover
- added additional exit for BLU spawn after 3rd point capture
- hopefully fixed getting stuck in respawn rooms
- still didn't fix 1st point massive RED team height advantage, no time before gameday, will come in a4

Read the rest of this update entry...
 

D0om

L2: Junior Member
Feb 26, 2016
97
104
Previously mentioned update. Decided to compile it today.

- fixed getting stuck in spawns
- adjusted HDR settings, fixed map being too bright
- fixed receiving fall damage when coming out of red first spawn
- made water deep enough to crouch in it, but its same depth on the sides to allow soldiers and demos do higher jumps
- nerfed forward hold on 1st point
- made it so that spies can sap teleporters on blu first forward spawn
- added cover on 2nd point
- added shutter in 3rd point hallway
- added more cover and killed more sightlines on 3rd, adjusted spawns and made it more viable of a hold
- replaced all of the low ground pickups on last with small versions to nerf blu offense
- added bit more cover to last
- added spectator cameras
- added some of the missing patches under pickups
- bunch of clipping fixes
- built cubemaps

Read the rest of this update entry...
 

D0om

L2: Junior Member
Feb 26, 2016
97
104
I forgot to check the "clients" flag in trigger_teleport options so you would still get stuck in spawn. If I had to make some changes, I used the opportunity to fix few other things aswell. Nothing big.

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
You look quite dedicated into your work, I like that. The outcome (this) is really amazing.
 

D0om

L2: Junior Member
Feb 26, 2016
97
104
Thanks a lot, will look through it :)

Though I was playing during the gameday, I use different nickname in game.