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KotH Coober Pedy a3bb

That1Yoshi

L2: Junior Member
Apr 29, 2018
53
9
Coober Pedy - Underground Australian Tiny Tunnels and Homes Hide Secret(s), Legend Speaks of Medals From 72 Hours.

Based on one of the smallest towns in the world.
Here's a video link:
View: https://youtu.be/f8hxfUTr7oY?t=498

This is a King of the Hill map with many vertical elements and flank routes.
It does feature tunnels though they are hard to avoid when you're basing it of that, though most of the middle is open.
This is a rotationally symmetric map.
 

That1Yoshi

L2: Junior Member
Apr 29, 2018
53
9
Changes:
- "Window Wall" near the point removed.
- Removed walls at point.
- Removed health at rocks near point (this should make it less easy to defend the point).
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Made left side bigger near middle and added and area underneath.
- Semi closed off room on the left side.
- Added spectator cameras (info_observer_point).
- Added Soundscapes.
- Changed textures in the tunnels.
- Made planks thicker.
- Removed unnecessary props (crates mostly).
- Made (most) lights brighter.
- Replaced brush arrow signs for overlays.
(- Added small details).

- Probably added more that I forgot, oops.

Read the rest of this update entry...
 

That1Yoshi

L2: Junior Member
Apr 29, 2018
53
9
(A.K.A.) Dust(land) is back b(a)b(y)!

After ~4 months in "development" hopefully it will have been worth the wait.

Here's a list of the changes I've made (there aren't a lot since I mostly just want to see some new feedback, also I might have forgotten a few things here, sorry).

a3bb!

- Increased Capture Point size.
- "Extended" planks on middle buildings to make jump to PointHouseeasier(/possible).
- Made some planks thiccer.
- Widened connector door frame from side-point-place to flank/hp room.
- Removed ammo packs next to point.
- Extended dev-blocks in mid to ACTUALLY get rid a of a sightline.
- Added Sightline blocked to mid-top area.
- Changed/added (to) blockbullets in needed areas.
- Lowered floating bridge and "fixed" clipping.
- Made connector from bridge to first tunnel room bigger and added Super Tactial Tires.
- Cleaned up- and made some areas easier to move through.
- Added respawnroomvisualizer(s) (no more getting into the enemy spawn :( ).
- Definitely intentionally removed observer_point to (a) secret (place).
- Added super (super) super secret room (like not even mat_wireframe [3] amounts of secret.
- (Slighty) increased(?) cap time.
- Slight "detail fixes."
- Clipping.
- Fixed some textures.
- Slight brush fixes.
- Slight alignment/symmetry fixes.
- I forgot what to write, it wasn't too important though.
- Unintentional nodraws fixed.
- Minor (general) fixes.

(This may seem like a lot, especially since this took 3 days, but most of it was minor, I just didn't use my time super well, anyways, please enjoy thng, cool).


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