Spookeyridge

CP Spookeyridge B7

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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
If Valve buys this map for Halloween maybe you can get them to find a way around the stickies-on-the-tower problem. Maybe by adding a brush entity that's always invisible and has no properties besides being killable, so stickies can cling to them but then let go when it goes bye-bye.

I'd imagine if it was that easy they would've did it for their own map finales already. Thundermountain being a notable example.

It's not too bad, we did a lot of work to give stickies a decent place to grip onto on the tower without compromising the look when players explode with it.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Nav mesh should now work on the workshop version! (any server owners want to test for me?)
Optimization pass, blocked a bunch of windows that weren't necessary
Balance tweaks
Lighting tweaks all over
Implemented some new models
New model + animation holding the bombinomicon on last
New particles on the spike, which change when the final point is contested
New particles on the portal entrances, each showing the location you will travel to in them
New finale
Coffins now shut much faster, lining up with the rest of the sequence
Adjusted pumpkin bomb placement
Skull has been mohawk'd.
New spooky signs from Diva Dan
Eastereggs.
(Click below for pictures)

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Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
20171014153315_1.jpg
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Changelog:
Modified side route to provide more cover going through choke point behind first
More extensive optimizations
Lighting adjustments
Small tweaks I dunno, I really need to start writing these as I work.

Read the rest of this update entry...