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KotH Facility [FORGOTTEN]

Zoomspilo

L2: Junior Member
Aug 8, 2017
89
18
Yay, we're at Beta 5! This map has gone so far, and it's been an awesome experience. Here's to the hope this map will get even better! Also, there were a TON of changes in this update.
-Changed the texture on the battlements walls to a metal texture.
-Fixed a weird accidental texture
-Added dump trucks by the spawns to attribute to the theme/fill up the awkward space
-Got rid of a slightly confusing overlay
-Fixed the scaling on some of the overlays
-Added some arrow overlays for more movement direction
-Added a metal border to the "underground" access building.
-Made the brick textures by the spawns to their team-coloured variations.
-Changed the blueish bricks by the small health roof to a completely different texture.
-Fixed some odd looking textures in doorways
-Optimized the skybox a bit more
-Added more hint brushes
-Added a little Easter egg on BLU side
-Fixed an issue with an indoor playerclip
-Added some more playerclips for less getting stuck on small brushes
-Changed the roof textures near RED spawn to a slightly redder colour.
-Fixed some misaligned textures
-Fixed an odd-looking texture
-Put a closed metal slide door by the new dump trucks
-Fixed a bug with some lighting
-Made some diagonal corner textures different to break up the textures a tad
-Added two more signs for directing players to the point
-Made a ton of random textures in spots that are non-visible to the player into nodraw
-Fixed a odd-looking stretched texture
-Changed some textures on walls to break up the textures a bit
-Added even more aesthetic overlays

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Zoomspilo

L2: Junior Member
Aug 8, 2017
89
18
Well, I spent a long time working on this. I hope it'll be nice. I, unfortunately, I don't remember everything I did. I remember (hopefully) most, though.
-Added a bunch of pillar things
-Fixed the weird looking wall w/ a metal roof/wall, but the other visible wall was concrete
-Added a couple of varying height stuff
-Made the floor of the point into glass
-Got rid of that one "tunnel" in the battlements roof by connecting the wall
-Made the battlements roof look nicer
-Optimized the map more
-Changed all the tiled outdoor concrete to the non-tiled concrete
-Added a neat "storage" area under the point
-Put a doorway in the "underground" room for slightly more sightlines and not being forced to give up high ground to pass
-Changed the white metal textures to dark grey metal
-Put railings on the point roof
-Gave indoor areas floors
-Hopefully made the point cap zone more visible
-Changed some textures to metal for more a TF2-like feel and more realism (nobody has 50,000 sq. ft. of concrete)
-Moved some spectator cameras to give an actual view
-Raised the skybox by 64hu
-Removed the metal panels on the point roof
-Made the doors to the tiny buildings bigger
-Put metal fences on the walls to surround the map.
-Made the walls on BLU and RED side have neat metal textures lining the bottom
-Improved clipping
-Fixed some overlays not appearing
-Did another artpass for some de-squaring of detailing (hopefully)
-Made the metal floor things taller and larger
-Hopefully fixed a weird issue w/ cap cubemaps
-Reduced the numportal count by 700 (not to your computer's detriment)

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Zoomspilo

L2: Junior Member
Aug 8, 2017
89
18
So, this was going to be Beta 6B, but then I added stairs to a roof, which could totally change gameplay.
-Added stairs to the roof w/ a small health
-Fixed a really stupid issue with overlapping brushes
-Changed the ramp thingies' slopes to fit the stairs on them
-Changed some textures to fit better
-Raised the skybox a bit
-Did some optimization
-Made some easter eggs for you to find
-Got rid of some props

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Zoomspilo

L2: Junior Member
Aug 8, 2017
89
18
Hey guys, I've got Beta 7B. Just some small changes.
-Fixed some smoothing clipping not working right
-Fixed a bug where nodraws were overlapping with a legit brush
-Flipped a barrel I was somehow too stupid to notice wasn't on both sides
-Made spec cameras more consistent by removing some and adding others
-Changed some weird looking doorways
-Nodraw'd some sides that are invisible from the player
-Put some smoothing clipping on props
-Fixed an exploit to get out of the map

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Zoomspilo

L2: Junior Member
Aug 8, 2017
89
18
So, this had some theming changes and I hope y'all enjoy.
-Made a larger drop area connecting to that random dip
-Made some of BLU more dirty
-Made some of RED more clean and modern
-Completely removed the roof on the point
-Raised up the point area slightly
-Made the planters taller
-Replaced the two of the metal lumps with grass spots
-Changed the door to the point roof into a window
-Made the stairs onto a roof go further down to compensate for the lack of a metal lump

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