Gallows - A preserved english hamlet in a valley. The first playable alpha build of my first map, koth_gallows.
- A few quality of life improvements. - More health and ammo pickups. Read the rest of this update entry...
The map looks great! The displacements in the scenery are a bit too bumpy though, try making the radius larger and the amplitude a bit lower, and change the texture to a ground texture. You could maybe even add some pine trees there as well.
- Redone displacements. - Redone spawnrooms and adjusted spawn courtyards. - More cover on second stories of buildings. - Steam particles to indicate jump pads in wells. - Deepened water in sewers. - Added bank around central sewer. - Added large ammo pack in central sewer. - Corrected patches. - Some more signage. - Nobuilded most props. - Some more clipping for smoothing. - Switched the teams for the spectator cameras. - Moved a few props and func_details around to fit new displacements. - Attempts at cleaning up the portal file. Read the rest of this update entry...
Oh, these displacements looks much better now! good job! I also really like what you did with the pipes. (the air rushing out)
The sewer center is cool, but the paths that lead to spawn is particularly unfun. Say you're walking towards center. If there's an enemy on the other side (which is almost guranteed), you have extremely limited space to move around, no cover, and the enemy has the healthpack. I propose adding additional rooms like the ones below which will make approaching easier and provide some interesting cover to fight around. You could always have the water pass under a grate to keep it connected to the center. One other thing, the water in the sewers center is at this awkward height. It's shallow enough to leave without swimming (which feels strange at it's height), and it causes crouching to glitch out.
- Grates in central sewer to block sightlines. - Fixed crates without collisions. - More clipping for smoothing. - Slight changes to displacement painting. Read the rest of this update entry...
- Reduced capture time. - Added belltower for each team. In future the appropriate bell will visibly ring upon its team capturing the point, to accompany the capture sound. - Efforts to make pickup locations more obvious. - Hazard tape to indicate capture area. - Sound played from each steampipe when a player leaves it. - Changed spectator camera positions. - Small change in architecture of bank of sewer central. - Fixed more crates without collisions. - Some more clipping around props. Read the rest of this update entry...
- Bells now sway upon their associated team capturing the control point. Read the rest of this update entry...
- TEMPORARY(?): Testing how the map plays without access to most of the sewer pipe areas. - Increased height of capture area. - Reduced angle of bell sway. - Hopefully fixed visual glitch in wall bordering blu spawn courtyard. - Improvements to existing clipping. - Clipped edge of capture zone. - Attempts at cleaning up portal file. Read the rest of this update entry...
- Returned access to sewer pipes. - Removed lip on sides of sewer pipes. - Steampipes now launch the player towards the point rather than straight upwards. - Redid displacement surrounding first turnoff from sewer pipe. - Clipping improvements. Read the rest of this update entry...
- Added dropdowns into sewers next to point, plus ramp up over wall surrounding point. - Redid some ground displacements due to above change. - Steampipes now launch players onto nearby rooftop rather than point. - Added supports in tunnels. - Moved pickups next to clocktowers 16 units forward. - More clipping and clipping improvements, plus removal of perch points. - Adjusted textures on gallows and surrounding walls. - Additional signage. - Changed properties of shadow_control slightly. - Efforts to improve framerate. Read the rest of this update entry...
- Changed all metal sheets to brush-based wooden boards. - Redid ramp by dropdown up to wall bordering point. - Generally changed props to better fit theme. - Added trim to building next to spawn. - Added team name signs on front wall of spawn buildings (to hide door clipping thru wall). - Removed upwards arrow signs in spawn courtyards. - Added sewer end cap props. - Swapped positions of medium health and small ammo on rooftops next to point. - Slightly lowered lights throughout sewer pipes so the props no longer clip into the ceiling. - Turned off grates in central sewer casting shadows. - Changed funnel clipping at top and bottom of steampipes and dropdowns to blockbullets rather than playerclip. - Removed collisions from wood fence props on edge of junk mini-courtyards (inside of blockbullets). - New clipping for new ramps. Read the rest of this update entry...
- Completely redone roofs across the whole map. - Altered architecture of all buildings to allow for new roofs. Read the rest of this update entry...
- Mapwide changes from dev textures to proper textures, including some custom textures. - Changed many ramps across map to staircases. - Changed textures of wooden boards and roof trims. - More props and overlays across map, as well as prop alterations. - Removed collisions from roof overhangs. - Changed colours of bells. - Fixed not being able to change classes in spawn. - Changed some lighting. - Added detail sprites. Read the rest of this update entry...
- Altered some custom textures. - Fixed missing light entity on red side. - Removed detail sprites poking through floors. Read the rest of this update entry...
The win logic on this map appears to be broken and causes a server crash. Please investigate and fix if possible.
where on earth are you running this 1.5 year old map?? but also it worked completely fine when i last tested it?
This came back from the server the map was being run on. It may be just the server though, so I'll look into it some more myself.