Corrode

PL Corrode RC2

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Jan 20, 2010
1,317
902
Why make them a model? They function just as well as normal brushes which would actually solve the ugly lighting.

It was to reduce the amount of water indicies as I was quickly reaching Max...

Just set it to not cast shadows at all; I'm pretty sure that's what Valve always does for chain-link fences. -textureshadows really only looks good with high-detail lightmaps anyway.

Yeah, I'll give some more lighting options a shot and see what happens.
 
Jan 20, 2010
1,317
902
Changed the respawn wave times after CP2 is capped. Made wave times for Red shorter and Blue longer. They stay that way until the end of the map.

Fixed some broken door triggers. Doors shouldn't trap people inside of them now (hopefully).

Removed fan in the vent near CP1. Still need to jump into it, though.

Read the rest of this update entry...
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well I played this for the first time today and I feel like it has really massive flow problems for red. if you watch the most recent demo from the EU server, you'll see halfway through I had a breakdown because I ended up in a massive area completely stuck, all the doors out were locked.

Eventually the rest of the team came back and found me and helped me escape, I can't remember how I got into that mess, so watching the demo will hopefully reveal to you what I did.

http://demos.geit.co.uk/demos/1447108260-eu-pl_corrode_rc1b.zip
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Left a buttload of feedback nodes, but this thing has to be seen to be understood... or believed.

9975CCD6E1474B92AF2260A1D998ECB5D9164939


EF8671A3C32B6C863EFFAABFC0CAD5934EA06896


Part of the reflection spontaneously disappears from this angle

C5E5DEC0FBBCFF632CE437E16479176F295B4EB6


B043E3C574B374844A16E80588394A8014B876CE


um

268780C40BEDD3E0C63C5DEADD72DA6681BA764C


37A164DB0134750EACF308F2EBDBEFABF0298253


UM
 
Jan 20, 2010
1,317
902
That is super weird. I'm not totally sure what is causing that... I guess I'll have to take a look at the visleaves.
 
Jan 20, 2010
1,317
902
Changes:
Moved CP A farther into the building
Reduced the amount of time added to the timer when capturing CP A & CP B
Increased the amount of time added to the timer when capturing CP C
Added a bunch of signs
Added some windows
Increased respawn times on Red after CP C is captured
Reduced respawn times on Blu after CP C is captured
Lightly detailed a few barren rooms
Soundscapes work now
A whole bunch of bug fixes

Need to be fixed still:
Have no idea why the water is still ghosting in various spots. Will keep experimenting to try and fix it.

Read the rest of this update entry...