Raketa

KotH Raketa a24_fix

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
-connected underground below the point
-remade pretty much all of the pickups and added more ofc
-altered spawn to be closer
-added a building to mid to cut sightlines
-added rocks to mid to cover up some space
-added a flank route to mid
-im too lazy to add screenshots this time
-fixed "my poor medic head!"


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Viemärirotta

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Feb 5, 2016
1,013
590
-clipped a fence near spawns
-added some cover to spawns
-removed the low roof from the connector building
-removed pickups below cp
-moved cp away from the edge
-used old cp area to connect the upper and lower section of the level


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Viemärirotta

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Feb 5, 2016
1,013
590
-converted some of the small healthkits to medium packs (didn't add nor remove any of the existing pickups), former pickup situation vs current:
Health (a1-a3t)

Small
6x
Medium 2x
Full 2x

Health (a4)

Small
4x
Medium 4x
Full 2x

Ammo (a4)
, doesn't get touched in this update

Small
2x
Medium 4x
Full 2x

10x Health pickups + 8x Ammo pickups, 18x pickups total
-added a few but prob enough fencing to the cliffside to cover the area from airblasting
-fixed hazard stripes around cp
-altered size of cap zone
-fixed clipping of the wide well doors
-reduced steepness of the ramps going from underground to cp (made them longer)
-increased range of far z clip plane to 420(0) cuz why not


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Viemärirotta

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Feb 5, 2016
1,013
590
-reduced height of the trims in mid so players wouldn't bump on them
-reworked mid, removed rocks added some sheds n fences

(im probably spending the late alpha updates on refining the cap, more props n' stuff will be included in beta i guess)

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Viemärirotta

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Feb 5, 2016
1,013
590
-added a building to mid's pit side to sorta coverup sightlines, also i thought the open ramps looked lame
-increased height of mid connector building roofs to be visually more clear with the clipping
-readded sky_soft as skybox texture
-changed shape of cap area to some extent
-removed the point from the top of the rocket, moved it to ground level
-sorta readded rocks to mid, they still change the layout a bit but mainly used for visuals
-added fencing near the new rocks to show the borders
-added autumn trees by @Void cuz why not
-added a statue of our lord and savior to the top of mid in the cliff


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Viemärirotta

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aa
Feb 5, 2016
1,013
590
-dropped the sheds down a little bit to allow people to go on top of them in mid
-removed old accessible roof on the pit side (clipped) and raised the roofs
-fixed lighting in some places
-and some other stuff
-added a bunch of windows to give attackers info
-added props n stuff
-changed several health pickups from small to medium
-b1 is next update i swear
b1.png


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Viemärirotta

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aa
Feb 5, 2016
1,013
590
probably shouldnt release an update without checking it in game, got tortured by my lighting
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
-raised trigger_hurt by like 1000 hu or so to speed up the dying process
-clipped glass below rocket
-added placeholder brushes to "hold" the rocket in the point for now, to sort of serve as a blockbullet for any projectiles going at the rocket pit
-removed some of the rock thingies in mid, most importantly removed their clipping so mid feels more open, also threw a fence next to it


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Viemärirotta

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aa
Feb 5, 2016
1,013
590
-remade a bunch of stuff of the core layout to play out better for koth
-reduced the height of the pit by a lot
-tweaked the cliffside path and got rid of the lowered height to
reduce the height difference between the cap area and the cliffside
-removed rocket and made new cap
-reworked on mid "tower" to fit the cliffside path
-lowered func_nobuild
-removed underground path completely to improve gameplay flow
-added a few trees to the gameplay area (removed the unnecessary ones out of bounds
-rooftops that are accessible by any class have no func_nobuild
-combat should now actually focus around the point instead of having paths lead to the other spawn lol


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Viemärirotta

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Feb 5, 2016
1,013
590
Cerise - A10 Changelog

-removed unneccessary barrier in mid's ramp from cliff to point
-removed trees from gameplay space
-removed cliff side building to cut the sightline and keep the gameplay focused on the cap
-raised spawn fences a bit to make it clear that it's blocked off
-removed clutter from main route and made it simpler to enter from spawn area
-fixed spawndoor triggers' that made it possible to open through a corner due to clipping
-removed prop clutter from cliffside
-lowered point's hazard tapes to 1 hu thickness
-made the capture trigger way smaller than it needs to be
-made the off-limit cliff more pleasing with rock textures
-removed func_nobuild over small sheds on cap
-added a new mid building on the off-limit cliff section (where the old one-way building was located)

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Viemärirotta

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Feb 5, 2016
1,013
590
Cerise - A11 Changelog

-removed boxes on cap that give direct access to cliffside shed roofs
-fixed texture color on cap sheds to grey instead of blue
-made cliffside mid structure out of bounds
-added fencing in mid to cover direct sightlines to spawns from safe positions (this shouldn't obscure the flow of movement that much)
-cliffside ramp is a bit steeper now to match up with the new barriers
-removed the bridge on mid's tunnel
-shifted the side resuuply cabinet closer to the door
-made the full healthkit safer to get
-added a new sign next to the healthkit, courtesy of @Berry (oWo pack)
-added a new connector doorway to mid connectors to make it easier to rotate to the routes from spawn
-made most of the mid staircase off bounds to cover up sightlines
-changed spawn ramp to make it simpler to go to the point instead of looping from the side ramp
-removed clipping from the spawn fencing and lowered it to make it possible to cross
-new optimization aside the original geometry optimization; added areaportals to separate buildings from the exterior level
-added team signs to mid to differentiate the sides

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Viemärirotta

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Feb 5, 2016
1,013
590
Cerise - A12 Changelog

-moved pickups close to spawn towards the centre and balanced the existing pickups
-tweaked the wide path a bit to cover a long sightline
-lowered "jump fence" to level with the wide door
-tweaked the ramp in tunnel
-dropped capture time by 1/4 (12 s --> 9 s)
-widened the tunnel
-extended cap under the balcony
-added a new route on the opposite side of the death pit cliffside, opening up the area
-changed spawn to fit the new route approriately

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