KotH Daenam b7a

koth

  1. hondjo

    hondjo L2: Junior Member

    Messages:
    59
    Positive Ratings:
    27
  2. hondjo

    hondjo L2: Junior Member

    Messages:
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    Positive Ratings:
    27
    b5!

    thanks to feedback from
    TF2M
    lucrative's stream
    gaeta discord

    Removed some deadspace in the lobby/spawn area
    hopefully fixed cubemaps
    added shutters on either side of the garden-exit of lobby to break up sightlines

    flipped the windows on the catwalk
    splitted the battlements, requiring people to walk from one to the other all the way. (jumping classes can still go over)

    some other stuff idk

    Read the rest of this update entry...
     
  3. G.bo

    G.bo L4: Comfortable Member

    Messages:
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    189
    Oh my gosh, yes. This map looks fantastic. I love the direction this is going.
     
  4. Jack5

    Jack5 L3: Member

    Messages:
    137
    Positive Ratings:
    25
    Y'know, I think I liked the old name Viridii better. Rolled off the tongue easier.
     
  5. hondjo

    hondjo L2: Junior Member

    Messages:
    59
    Positive Ratings:
    27
    b6(a)

    thanks to feedback from

    tf2m

    fixed nuts sightline from mid/greenhouse to opposing lobby
    all signs on the map have been changed from japan pack kanji to hangul custom translated by @Asd417
    some other minor things

    making progress on the 3d skybox aswell

    Read the rest of this update entry...
     
  6. Asd417

    aa Asd417 Sample Text

    Messages:
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    Positive Ratings:
    830
    oh Now I see. I did think the name of this map is particularly Korean.
    btw you want to keep 지하실 as a single word without spacing
     
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  7. Jack5

    Jack5 L3: Member

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    137
    Positive Ratings:
    25
    Cubemaps weren't built for the latest version of this map.
     
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  8. hondjo

    hondjo L2: Junior Member

    Messages:
    59
    Positive Ratings:
    27
    - revamped far left side of lobby
    - removed small greenhouse and replaced it with a more versatile shack
    - moved and removed a bunch of pickups
    - pickups have patches after being asked enough for them
    - changed left flank to be more one-way and to favour the tunnel more
    - improved clipping around common jumping spots and the point
    - stop hiding in the ceiling
    - improved korean translations ( thanks @Asd417 )

    Read the rest of this update entry...
     
  9. Jack5

    Jack5 L3: Member

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    137
    Positive Ratings:
    25
    Cubemaps are broken when viewing the map with HDR on. Here are some screenshots of what the map looks like because of this: https://imgur.com/a/JbH5pfJ
     
  10. ElkTF2

    ElkTF2 L1: Registered

    Messages:
    1
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    2
    whats with all of the clipping that kills rollouts (and really confuses me on where I can go)?

    any plans to change it up in the future to where there arent invisible walls on places it looks like should be strategic?
     
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  11. Melons

    Melons L1: Registered

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    Positive Ratings:
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    Theres a lot of invisible walls that I just don't understand. These don't need to be here IMO. Kinda kills any interesting soldier movement.
    Exhibit A (Outside spawn door).
    [​IMG]
    This first one was a good laugh, but it shouldnt exist for such a small brush.

    Exhibit B (On way to mid from outside spawn door).
    [​IMG]
    This one I don't understand at all. Forcing people to thread the needle under this glass ceiling doesn't make much sense, there's no reason why people shouldnt be able to go over this catwalk.

    Exhibit C (Mid)
    [​IMG]
    This one you can at least argue you dont want this highground to exist for gameplay purposes, but if thats the case make it look like you shouldnt be able to stand on it, i.e. make a tower thats a lot higher or something.
     
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    • Agree Agree x 1