koth_spillway_event

KotH koth_spillway_event rc5

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
koth_spillway_event - Spellway!

An ingenious mad scientist once used this mansion as a laboratory to conduct nefarious experiments on plants involving equal parts magic and several million volts. Whatever the case, he's dead now, and it's time to fight over whatever's worth stealing before this place gets repossessed.


By pont, Iiboharz, and Yrrzy
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Map looks neat so far, here's some feedback:

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-floating book
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-the rain just kinda stops
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-this looks more like Jarate than water
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-floating bottle
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-clip wood smooth
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-brick looks odd with the sharp angle here
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-with these big windows, would be nice to upscale the cubemaps on em
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-the bars here don't have any texture on the side. With how close you can get to them, it's easy to notice
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-clip the couch smooth
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-I feel like something different than the usual metal texture shutter door would make more sense on red side's manor theme
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-clip the wood smooth
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-maybe clip the railings?
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-clip the door smooth
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-it's weird that I can get on the wood rail here but not the area with the plants that's the same height, though getting in the plants would be bad
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-I feel like blu spawn didn't get as much love as red. It looks kinda....basic
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-LOVE the upper detail here
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-these are the only rounded windows I found on the map and seem out of place with all the rest being square
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-the detail under this ramp doesn't get across that you can't access it
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-never replace this prop, it's perfect. Oh and also really loud when standing next to
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-I really, really dislike chainlink fence that's just placed hap haphazardly . It's difficult to notice at a distance and doesn't look all that good. Also, how would anyone get into that area to get stuff out?
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-pumpkin bomb shadows go through geometry
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-while there is a clip here, it doesn't seem like it goes to the top of the top step
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-The electric effects here are awesome but it doesn't really make sense for there to be tesla coils in a greenhouse. It's also difficult to tell what these things do when the point is capped. They just zap the ground and stuff pops up, mostly off screen. A lot of the time it seemed like nothing happened till I went looking for it.

Overall good work so far. I do wonder though, why aren't there spells in the map if it's called spellway?
 

Attachments

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
https://tf2maps.net/attachments/20200823183902_1-jpg.131904/ physics prop
https://tf2maps.net/attachments/20200823185911_1-jpg.131905/ you are noclipping. consider perf and if it would be noticed in gameplay.
https://tf2maps.net/attachments/20200823185846_1-jpg.131907/ guess 2fort's full of jarate too
https://tf2maps.net/attachments/20200823185541_1-jpg.131906/ this is like <0.1hu
https://tf2maps.net/attachments/20200823184114_1-jpg.131913/ no. this is a gameplay object and requires consistent visuals.
https://tf2maps.net/attachments/20200823183925_1-jpg.131916/ this is in a spawn room. nobody is going to rub their face against it.
https://tf2maps.net/attachments/20200823185325_1-jpg.131919/ not everything needs to be a spectacle. it's just as detailed.
https://tf2maps.net/attachments/20200823184720_1-jpg.131921/ the greenhouse was, in this map's lore, constructed after the manor. these windows are part of the greenhouse structure.
https://tf2maps.net/attachments/20200823185040_1-jpg.131924/ i cannot control the volume of mapobj_cart_dispenser.
https://tf2maps.net/attachments/20200823184447_1-jpg.131925/ maybe they'd just. move the chainlink. yknow
https://tf2maps.net/attachments/20200823185111_1-jpg.131923/ sorse
https://tf2maps.net/attachments/20200823184750_1-jpg.131926/ valid but these are SO hard to clip. best i could get it
https://tf2maps.net/attachments/20200823185655_1-jpg.131927/ you are playing a halloween map.

it's a pun. spells would not work well on this map because players can hold onto them, defeating the point of having transient effects cycle on capture.
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
B2 changelog:
- perf? hopefully? maybe
- soundscapes!
- fixed texture misalignments
- clipping fixes
- solved packing issue with flowers
- a bunch of other small tweaks i deleted from the to-do list as they were completed and forgot about
- damn i really did have hammer open for thirteen hours today huh
- goodnight it's 3am

Read the rest of this update entry...
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
B3 changelog:
- More Perf
- areaportalwindow fades are far more aggressive
- split up large oob areas
- cleaned up an errant viscluster
- added stuck prevention measures to map events
- changes to the pumpkin dispenser
- bumped up health to 150 (same as a level 1 dispenser)
- does a flat heal on detonate, as well as some extra (over)healing over time if you stick around for a moment
- particles!
- put the green in greenhouse
- fixed culling errors with greenhouse roof
- arbitrary gameplay barriers are more thematically appropriate
- tesla zappy
- sorry these notes are getting more shitposty as they go on i despise this tone of changelog too im just really tired ok
- banch

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
RC1 changelog:

- even more perf
-- battlements windows fade closer
-- fixed culling issue at damside and mid
-- extra hinting around connectors
- added missing lighting cue for blu battlements stairs
- adjusted clips (ty maid!)
- blockbullets'd gap above divider in blu battlements that isn't present on red side
- fixed dispenser pumpkin in red lobby clipping into the rug
- adjusted welcome spec cam
- disabled and obscured some skybox geo
- funky water dogs are quieter
- pumpkin dispensers have a proper model and no longer use a placeholder
- pumpkin dispensers have a unique break sound
- balanced audio on pumpkin dispenser break, tesla warmup, tesla zap sfx
- balanced audio in soundscapes
- finally got the grandfather clock sound working
- adjusted water fog tint
- adjusted greenhouse selfillum glass mask

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P

Prosciutto

well looks like we already know that this map is going to be added to the next halloween update
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
rc2 changelog:

- dispenser pumpkin now has bespoke gibs
- fixed weird lighting on corner walls in red upper lobby
- fixed weird cubemap on gameplay sign above door between red battlements and mid
- fixed BLU spawn exit door clipping through the ceiling
- perf
-- kill what you love most
-- i am in great pain
-- hghjfdcx gbf ghh ghdf ;
- motivational material
- brightened blu lobby
- brightened pier
- clipping improvements (ty lofi!)

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
RC3 changelog:

- manor roof balustrades have cheaper and more aggressive LODs
- attempts to further increase lakeside area framerate
- added HUD icons that briefly appear on capture that display what event is spawning
- added missing clips to blu lobby stairs banisters that are extant on red side
- added clips to sewer stairs banisters on both sides
- added clips to small props in high-traffic areas
- small detail adjustments
- fixed model culling issue with 3d skybox when looking away from one of the corners

Read the rest of this update entry...
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
rc4 changelog:

- removed some clutter in RED connector
- crit pumpkin spawns have been moved to greater benefit players away from the point area
- further attempts at squeezing as many frames as possible from lakeside area
-- more aggressive popout distances on foliage in blu battlements
-- further hinting to cut up large visleaves around mid
- fixed a part of the dispenser pumpkin explode particle spawning at map origin
- small clipping adjustments
- small detail adjustments
- added gargoyle spawn locations

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