KotH Daenam b10

koth

  1. hondjo

    hondjo L2: Junior Member

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    29
  2. hondjo

    hondjo L2: Junior Member

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    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

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  3. G.bo

    G.bo L4: Comfortable Member

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

    Jack5 L4: Comfortable Member

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

    hondjo L2: Junior Member

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    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

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  6. Asd417

    aa Asd417 Sample Text

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    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 L4: Comfortable Member

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    Cubemaps weren't built for the latest version of this map.
     
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  8. hondjo

    hondjo L2: Junior Member

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    - 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 )

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  9. Jack5

    Jack5 L4: Comfortable Member

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    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

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    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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    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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  12. hondjo

    hondjo L2: Junior Member

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    after a long downtime it's finally back.

    GAMEPLAY
    -adjusted some sightlines spanning from lobby spawn to battlements
    -reworked the dropdown room to have a stairway instead
    -overpass above the flank fence is now accessible and can be splashed through the grates.
    -changed the shape of the point in order to combat "ninja capping"
    -added a small ammo pack behind point under battlements
    -staircase outside of right spawn made w i d e r

    VISUAL
    -added and removed various barrelcrate props to represent their teams' colour better
    -(hopefully) made some inaccessible roofs obvious
    -rethemed the capture point
    -a team coloured spotlight emits from the point when captured

    next up are 3d skybox, new skybox (currently budget tatooine) and edits to the korean signs, these have been sent to me already but im too lazy.

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  13. hondjo

    hondjo L2: Junior Member

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    b9

    -fixed shit cubemaps/packing from b8
    -shuffled around some props to make them look nicer and changed their colour
    -added 3d skybox
    -long overdue update of the korean sign for battlements from 교전지점 to 교점지역, and in the process accidentaly messed up one other sign which i will change later i suppose (제한구역 (restricted area) instead of 지하실 (basement) in the old dropdown room)

    and last but not least,

    개구리

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  14. hondjo

    hondjo L2: Junior Member

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    - raised the ceiling in tunnel and added splashable grates leading to point.
    - removed fence dividing battlements
    - opened fence dividing flanks
    - added small health packs to tunnel and the back of point and replaced small healthpack on the left side with medium
    -fixed overlays near red spawn not lining up nicely

    - optimized the map in general, since i have a toaster config i personally can not tell the difference but i am curious as to how much it impacts different configs (fade distances, hints, occluders)

    frog

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