koth_iglesia

KotH koth_iglesia b3b

PigeonVerde

L1: Registered
Aug 6, 2016
33
51
koth_iglesia - A Frontline themed map revolving around a church in southern europe.

To be noted: the map is heavly unoptimized for now, proper optimization will come in the next versions.
 
Last edited:

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
holy hell, that's alot of people working on a map

a1nyLbN.jpg
 

PigeonVerde

L1: Registered
Aug 6, 2016
33
51
To make up the fact that the last time i completeley forgot to upload screens i will upload this time (since now most of the map changed anyway).​

Screens:
20170225174124_1.jpg20170225174133_1.jpg 20170225174142_1.jpg20170225174152_1.jpg 20170225174200_1.jpg20170225174217_1.jpg 20170225174231_1.jpg20170225174237_1.jpg 20170225174245_1.jpg20170225174253_1.jpg


Changelog:
-Major optiimzation work regarding visibility (thanks JugadorXEI! <3)
-New path to mid.
-the areas in front off the spawns are now wider.
-Darkened a window by spawn with a custom texture.
-Reashed the lighting in some areas to increase visibiliti.
-Fixed some render bugs.
-Rebuilt the bell house, now it has a swell new staircase and a sealed off entrance.
-Fixed some odd collision (i hope they don't get screwed again).

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PigeonVerde

L1: Registered
Aug 6, 2016
33
51
This new version fixes most of the things that where pointed out during the improntpu on tf2maps,

-Optimized even further the map, now whenever you are you should get stable fps (praise JugadorXEI for his optimizaton work)
-Removed all the orange dev texture from the passage rooms
-Fixed an horrible cheesy sightline by tossing a crate and a nice pillar in the way
-fixed some odd geometry

I should seriously ~upgrade~ the download front page...

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PigeonVerde

L1: Registered
Aug 6, 2016
33
51
This update addess some "fixes" from the last playtest and some major changes all around!

Changelog:
- Overhauled the control point, now it should be easyer to attack and a little harder to defend
- Sealed the bottom route yards -> control point, they where too easy and too short to get there
- Reduced the heigh of the building, killing off that "vertigo" effect (and also slightly reduced the max heigh of the map)
- Removed the balcony with the full health/ammo and moved those into the house, that balcony had little to no use, have to concentrate it to the house instead
- Added something... i guess?

Pics:
20170314201307_1.jpg 20170314201345_1.jpg 20170314201353_1.jpg

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PigeonVerde

L1: Registered
Aug 6, 2016
33
51
LITTLE DISCLAIMER: most of the stuff in the map is highly likeley to be placeholder by the time the beta rolls in, so yeah minor things like some off place metallic or wooden things are likeley to be changed in the beta.

Pics:

20170320223237_1.jpg 20170320223327_1.jpg 20170320223247_1.jpg 20170320223337_1.jpg 20170320223341_1.jpg 20170320223318_1.jpg 20170320223353_1.jpg

Changelog:
- Added more room to the spawn and moved all the spawnpoints in a single location.
- Adjusted some lighting.
- Added some nobuild in zones where you shouldn't build (see the flak postations).
- Added some minor decorations.​

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PigeonVerde

L1: Registered
Aug 6, 2016
33
51
No pics this time around, just a mere changelog!

The mere changelog:
-Added an extra room on the seaside flank as a "buffer" to avoid a horrible chokepoint.
-Propely packed everything this time, i still have no clue how the sign prop got unpacked, we will never know...
-Fixed some bad sightlines.
-Changed the locations of the resupply cabinets.
-Removed the crates from the control point.
-Fixed some odd lighting (see the light in the yard and some props being too bright).
-Rehauled some collision on several props.
-Added some func_nobuild in some crucial point in mid.
-Added an extra railing on the windows to avoid sentries to shoot rockets over the window (don't even ask how that worked).
-Changed the location of several ammo/healthkit (and added some).

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PigeonVerde

L1: Registered
Aug 6, 2016
33
51
So after a month and an half of hiatus, the Beta version of the map is finaly here, introducing an ~early~ lit artpass!

The huge changelog, I may forget some stuff:
-Added all the funky details, thanks to sympathetic for doing the majority of the brushwork!
-Improoved optimization, now it's 100% sure you won't lag ANYWHERE.
-Added an huge cliff to get rid of the ugly danger zone.
-Gave the RED and BLU side their own "details" (BLU have a totalitarian, modern look, while RED have a classic reainassance style).
-Removed some handrails that hampered the gameplay.

Screens:
20170612204211_1.jpg 20170612204220_1.jpg 20170612204229_1.jpg 20170612204235_1.jpg 20170612204937_1.jpg 20170612204946_1.jpg 20170612204953_1.jpg 20170612204958_1.jpg 20170612205006_1.jpg 20170612205021_1.jpg

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PigeonVerde

L1: Registered
Aug 6, 2016
33
51
Boyo ho boy, here comes another update!

Changelog:
-Re-re-reworked the optimization, now it shouldn't lag at all (thanks JugadorXEI <3)
-Assuming you can look up, the skybox has changed to a less eye threatening color (and also new light settings).
-Speaking of skybox, now there's a 3d skybox and more details, the first one who says that those buildings are irrealistic, look up at italian architecture please.
-Added an early soundscape, yes, jets existed in ww2, don't make a fuss about it.
-Fixed the loads of bugs addressed in the last test.
-Adjusted the lighting all around for good measure.
-Removed the sink on top of the church.
-Other stuff i forgot to note because I am lazy, something about the church and radios i guess...

Anyway little shootout to @Erk , Overlooks like those do exist in Italy, else https://puu.sh/xgN3L/372e3d6a9d.png wouldn't be real, right?

Also also PSA of the day: mat_showmiplevels 1 is a fun command!

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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Minor note about the detailing: The arches, by and large, could stand to be higher poly, and a few have lightmaps seams that can probably be fixed using smoothing groups and/or reducing the lightmap scale (as in, lower numbers) on the edges.
 

PigeonVerde

L1: Registered
Aug 6, 2016
33
51
Minor note about the detailing: The arches, by and large, could stand to be higher poly, and a few have lightmaps seams that can probably be fixed using smoothing groups and/or reducing the lightmap scale (as in, lower numbers) on the edges.

Yo thanks for the tip, but as for now there's a lot of brushwork around and i am afraid, between the gameplay stuff and the *bulky* detailing that is mostly brushwork, to breach that infamous brush limit as for now, but I'll see if it's possible