Cornwater

PL Cornwater B8D

coreobs

L1: Registered
Jul 6, 2021
27
12
Cornwater - Alternate universe Badwater with competitive play and visual consistency at the forefront.

Brief description:
As a person with Deuteranopia (red-green colour blindness), the original Badwater was terrible for me, and the existing "Pro" orientated versions didn't do much to help. Alpine/Sunny I have always found the best sight-wise, so I figured that Badwater could use a makeover.

The majority of the map balancing and existing changes are competitively orientated, however, this should be a vastly better community server experience than stock Badwater.

This is my first published map, but I would like to thank the Refresh team, especially harris0n, xobile & JackyLegs for being absolute legends when I needed help figuring out Hammer and being super patient with the common first map mistakes. I would also like to thank fubar for his help earlier in the process and for his improved alpine/mining rocks!

Changelog:
A full changelog is yet to be written, but it is very long. :(

Credits:
- Forklift
- Overgrown Prop Pack
- koth_occult assets, "The Cavern Theme"
- Tall Thin Pine Trees
- Enclosure assets
- Sean "heyo" Cutino's Jungle Asset Pack
- Alpine/props_rocks by fubar

- Corn texture by harris0n
 
Last edited:

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
pretty nice, but it seems like some places on the map aren't lit as well as they are on normal badwater to me, might be a consequence of the changed palette or that i'm just imagining things but i'm sure messing with the lighting would make it a lot better
upload_2021-8-2_2-39-54.png
upload_2021-8-2_2-36-13.png
upload_2021-8-2_2-40-35.png
upload_2021-8-2_3-3-53.png
upload_2021-8-2_2-38-57.png


also i think the texture + particle you chose for these aren't the best
upload_2021-8-2_2-42-29.png

i think you should just use the combo of textures/particles/models that koth_bagel has

also also i would suggest using an info_lighting above this last explosion prop but also idk if that would fuck up the explosion animation aesthetically
upload_2021-8-2_2-44-31.png
 
Last edited:

coreobs

L1: Registered
Jul 6, 2021
27
12
the general world / map lighting certainly still needs a lot more work, and sadly the black shadow patch outside of the yard area is an issue i have been unable to fix but am working on replacing the detailing in that area.

as for the jumppad effects, they are temporary as i am looking to make / have some made, and the last point bomb hole prop relies on a path_corner entity that afaik is obselete (at least according to Hammer++).

i'm going to be releasing B2a soon which hopefully will have me dive into the deepend of color correction and tuning the HDR + lighting further.
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
the black shadow i think is because the displacement in the 3d skybox is clipping through where the floor in the shadow actually is? i could be wrong but that would be my best guess
 

coreobs

L1: Registered
Jul 6, 2021
27
12
it appears that it was the 3d skybox, never even considered that could be possible, much appreciated man :)

will credit in the changelog later on :chord:
 

Yrr

An Actual Deer
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Sep 20, 2015
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coreobs

L1: Registered
Jul 6, 2021
27
12
  • Fixed seam in displacements near setup shortcut
  • Ramp added on 3rd to replace unreliable displacements, should hopefully make surfing much more consistent
  • Fixed RED shutter onto tracks not closing when a player was standing underneath during capture

Read the rest of this update entry...
 

coreobs

L1: Registered
Jul 6, 2021
27
12
B7 League Play Candidate

It's here. It's missing a lot of visual changes I would have liked to make, but it's as complete as I'll be able to get it until I get the urge to come back and finish it, hoping league play will lead to people wanting specific changes made.

Changes:
  • Finished detail outside last
  • Jump pads in red last spawn now have doors, they will still open if you contact them in case you get stuck inside or out
  • Fixed some visual issues from B6D
  • Cleaned up some displacements, especially on cliff
  • Some new occluders, pretty much hit the limit of diminishing returns I think
  • Optimizations for compiling and fps
  • Punching bag in blue spawn for bored blu players
  • Music area has music and trigger removed, no more assets made by me are packed into the map

Future potential improvements:
  • Navmesh / make bots work
  • Some visual redesigns
  • Last point, got a lot of ideas for fixing it up, but a lot are very radical

Read the rest of this update entry...
 

coreobs

L1: Registered
Jul 6, 2021
27
12
itscoretf updated Cornwater with a new update entry:

B8

Changelog:
  • Detail pass has begun on the map, B8 is likely the final beta version before a full release of some variety.
  • Replaced all direction arrows and point signs on the map with updating hologram versions.
  • Tyres changes:
    • Moved choke to last ever so slightly, and made it a few units wider.
    • Added props to empty corner near stairs.
    • Lighting in stairs improved.
    • Lighting in tyres improved.
    • Lighting in tower improved.
    • Added a few more decals to...

Read the rest of this update entry...