Cowerhouse

CP Cowerhouse B2I

CanadianBill

L1: Registered
Nov 16, 2022
15
11
CanadianBill submitted a new resource:

Cowerhouse - Halloween medieval castle/Bavarian village themed Powerhouse

An asymmetrically-themed, from-scratch remake of cp_powerhouse bringing back its unreleased original design with a twist!
  • The BLU castle hides a gargantuan nefarious plot
  • The RED villagers are incinerating the creations
A sinister new chasm stitches the objectives together in a gameplay-refreshing way

Hallowe'en features:
  • Exploding pumpkins
  • Normal pumpkins
  • Underground chasm timed flank (listed above)
  • Pitfall (in the underground chasm)
...

Read more about this resource...
 

MN_

Bug Finder
aa
Jul 23, 2024
20
11
Some minor things because im bored :3

  • This trigger in the FROG CAVE just moves the player who's in it up and down? I have zero clue what the purpose is for it... anyway
  • Players can pixel walk on this slope in the main area (BLU's side)
  • Another pixel walk slope in RED's final control point area
  • It's possible to build in both RED and BLU's spawn due to the spawn triggers not covering the entire spawns
  • A lot of inconsistences with these torch props as they seem to switch between not having collision and having collision for some reason (not really an issue just something I noticed)
  • This rock prop's collision stretches into this playable area (probably just disable it since the rock itself is out-of-bounds)
  • The terrain geometry doesn't cover these little are in BLU's final control point area

Screenshot 2024-08-24 173336.png
Screenshot 2024-08-24 173010.png
Screenshot 2024-08-24 172933.png
Screenshot 2024-08-24 172640.png
Screenshot 2024-08-24 192549.png
Screenshot 2024-08-24 172519.png
Screenshot 2024-08-24 170649.png
Screenshot 2024-08-24 164652 - Copy.png
 

CanadianBill

L1: Registered
Nov 16, 2022
15
11
Thanks so much! I've fixed everything except two things (and once they're addressed I'll release):

1) I'll go through and reevaluate the collisions of each brazier/torch
2) I don't think I understand the last one about terrain, is that at the BLU spawn rear exit? If so, what's the issue you're looking at?
 

CanadianBill

L1: Registered
Nov 16, 2022
15
11
Also, the FROG CAVE originally was going to have a trigger to make players super tiny, but that never really panned out to anything I liked so I switched it over to what it is now, moved the trigger up because I was still playing around with ideas but never deleted it. Oops.
 

MN_

Bug Finder
aa
Jul 23, 2024
20
11
Thanks so much! I've fixed everything except two things (and once they're addressed I'll release):

1) I'll go through and reevaluate the collisions of each brazier/torch
2) I don't think I understand the last one about terrain, is that at the BLU spawn rear exit? If so, what's the issue you're looking at?
yeah BLU spawn rear exit (BLU's final control point area), there's a hole in the ceiling where the two walls meet
Screenshot 2024-08-24 200548.png
Screenshot 2024-08-24 200443.png
 

Sae35™

L2: Junior Member
Jan 3, 2023
83
29
One thing I noticed while playing: Triggers are visible on the cliffside near mid.
1724862474430.jpeg

Not game breaking as well, but the dynamic shadows on these gibs go through the operating bed. It'd probably be better to just remove the dynamic shadows on these props in particular.
1724862562623.jpeg

I really like both finales and how the flanks caves seem like an homage the fabled river route on base Powerhouse. Definitely hope this gets in next update.
 

CanadianBill

L1: Registered
Nov 16, 2022
15
11
One thing I noticed while playing: Triggers are visible on the cliffside near mid.

Not game breaking as well, but the dynamic shadows on these gibs go through the operating bed. It'd probably be better to just remove the dynamic shadows on these props in particular.

I really like both finales and how the flanks caves seem like an homage the fabled river route on base Powerhouse. Definitely hope this gets in next update.

Thanks! I just applied those two changes