Helltrain

CTF Helltrain event_final2

Jul 5, 2016
488
279
-Improved soundscapes
-Added another skybox
-Added a jump pad route to the intel
20180722120115_1.jpg

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-Hp reworks
-Removed tiny bridge
-Optimization
-Wheels part 1
-Added Wheel of doom
-Retextured some things to be more distinguishable
-More directional signs
-Custom posters
-Fade fix
-Better transition sounds
-New intel models
-Added window to lobby to help guide people
-HDR and vertex lighting test

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
You haven't changed the version string of the map file, so it's risky for anybody to host this map on their server. Please release another update where the version string has properly changed with the updated map.
 
Jul 5, 2016
488
279
You haven't changed the version string of the map file, so it's risky for anybody to host this map on their server. Please release another update where the version string has properly changed with the updated map.
The old version is deleted. There should only be 1 "_event" now
 

Asd417

Sample Text
aa
Mar 20, 2016
1,452
1,031
how many layout tests have you done so far? I know you've been working on this for quite a long time so you probably have a solid amount of testing.
 
Jul 5, 2016
488
279
how many layout tests have you done so far? I know you've been working on this for quite a long time so you probably have a solid amount of testing.
I did testing on imps as well as other communities, and in total it had ~20 tests. The biggest changes were mid, the attic, the route from lower spawn to main, the hole in main, and various jump pads. Designing it was super unorthodox, because the walls had to provide a functional interior and exterior, all while maintaining the giant-train-manor theme. I spent most of the time establishing the foundation that I could iterate off of. Witness my early attempts:
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After emolga's scaling :
upload_2018-7-26_0-39-17.png

Notably, "ctf_helltrain_whatthef***" :
upload_2018-7-26_0-37-41.png
 

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
36
The old version is deleted. There should only be 1 "_event" now
That doesn't change anything. You are still using a filename that is the same as the map in a previous version. People that have already downloaded the previous version into their TF2 will be unable to join servers hosting the current version because of map mismatches. The version string must be appended with every update.
 
Jul 5, 2016
488
279
-Fixed an exploit with the on-cap-portal-to-spawn, where blue people could get into red spawn.
-Skeletons spawn camped people during the dance taunt affect, so they are removed.
-Changed the wheel of doom to spin after teleport, to make it seem less random and out of place.
-Made the divider between the two trains less confusing. It prevents people from sticky jumping to the other train to instantly cap.
-Fixed explosion sounds being too loud at close range and too quiet at far range.
-Upgraded the ghost to warn players when it appears.

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Jul 5, 2016
488
279
-Fixed a missing area portal window's brush
-Cleaned up some old logic artifacts
-Fixed some overlays with no assigned faces
-Optimized some beam models and fixed some mistakes
-Fixed some outdated IO
-Upgraded the ghost even more. I didn't know that the ghost boo sounds were randomized already in the vo sound script.
-Make the divider even less confusing
-Made falling off the train more exciting
-Fixed some misaligned textures in weird spots
-Fixed the wod jarate effect not doing anything

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Jul 5, 2016
488
279
-Added more detail on the bridge, roofs, and inside the trains
-Fixed some prop placement
-Fixed some floating brushes
-Fixed and added clips to the top roofs, because snipers could abuse the high jump front the wheel of doom and get up there
-General lighting improvements in various places
-Now the top of the train doesn't explode at 3 flag caps, but only when a team wins (If the server operator set for example, 6 flag caps to win, the top of the train would explode at 3 anyways, so now it explodes ONLY when a team wins)
-Significantly reduced the number of tris on some models
-Added collision meshes to some beam props to prevent evil sticky placement
Sorry about the confusing version strings, there were plenty of little things that me and other people noticed and compiling takes a long time.

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