Waterlog

PD Waterlog a10

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
Last edited:

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
It's now called waterlog!
  • Added tf_glow signs that light up when the points are open
  • Lowered point A
  • Prevented players from blocking the doors on A
  • Prevented players from hiding inside A while it is closed
  • Fixed players getting stuck on/in/blocking the trap doors
  • Reworked center building
  • Changed some heath and ammo
  • Fixed a broken resupply locker
  • Added spectator cams
  • Light detailing

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Added further measures to push players off of the inside ledge of Point A while closed
  • Texturing pass has begun
  • Minor detailing
  • Clipping improvements
  • Removed some ammo packs to combat mini sentry spam

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Optimization pass
    • The whole map no longer renders at once
    • Let me know how I did on this, I'm not sure it's good enough yet
  • Clipping improvements
  • Added ramps to the side doors near the top of the map
    • This eliminates the need to jump up into the building when approaching from the sides
  • Lowered the score limit
    • 4 points are added for each player in the match (down from 5), lowering the maximum needed to win to 106 points (down from 130)
  • Added announcer voice lines when the points open

Read the rest of this update entry...
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Oh wow, this came along quite far since the first time I saw you working on it on stream. Looking pretty slick.
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Fixed some missing clipping that could allow players to get out of bounds
  • Fixed some mirroring inconsistencies with the rock props
  • Improved lighting in some locations
  • Added a new ramp up from lower to the side platforms

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Added a player launcher to the Open/Close logic for B
    • This should finally prevent players from getting stuck between the doors when they close
  • Added some shacks below A
  • Greatly improved signage around the map
  • Improved lighting
  • Slight optimizations

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Reworked countdown indicators on the HUD
    • A stopwatch will be shown next to the countdown at the start of the round, before the randomly-chosen first point opens. Afterwards the HUD will function as follows:
    • An up arrow appears on the HUD when A is opening next
    • A down arrow appears on the HUD when B is opening next
    • Letters are still show when the points are open
  • Added launch pads to the pit below A
    • These launch players up onto the point when it's open
    • When the point is closed, players get dunked though the open hole where the point usually is
  • Removed doors around point A
  • Added splash effects when players get dunked at point A
  • Increased water depth underneath both points
    • These areas are now deep enough to put out fire
    • These areas are also now deep enough to hide sentries
  • Stickies, Mad Milk, Jarate, and other projectile-based items now correctly collide with/stick to both control points
    • As a trade off, engineer buildings can no longer be built on either point
    • Sticky bombs will remain in mid-air after the doors re-open. If anyone knows how to make them fall or destroy them, let me know
  • Improved clipping
  • Probably other minor things I forgot
I'll redo the spawns next if they are still having issues

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Increased launch pad power to be more consistent
  • Increased lighting on the launch pads to make them more visible
  • Fixed players getting stuck in the ground when the floor drops away on the points

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
14bit updated Waterlog with a new update entry:

The one with years-late bugfixes

It's back! I still want to rebuild the spawns, but I thought I'd test it again first before committing to that. This version is a bunch of little fixes and changes I've made over the past few years but never got around to compiling, so some changes might be missing from this log!
  • Added little side platforms to A
  • Stickies now fall correctly when points close, instead of floating
    • I had to rip apart and rebuild the anti-stuck features to get this working, so let me...

Read the rest of this update entry...
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
14bit updated Waterlog with a new update entry:

A10: The one with a smaller A zone

  • Changes at spawns:
    • Added a new dropdown route in the side A tunnel exit
      • It's bad and weird right now, but I just want to see if a route here works
  • Changes at A:
    • Made the capture zone (and tower) smaller
    • Added a stack of crates
    • Added a platform to the back of the point
    • Fixed trapdoors being out of sync when enabling by 0.1 seconds
    • Jump pad improvements ported from Gigantic
      • They now more aggressively throw you in...

Read the rest of this update entry...