Highdive

KotH Highdive a009a

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Teddy Schnapps

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Feb 5, 2014
67
23
Teddy Schnapps updated Highdive with a new update entry:

ALPHA 003 Addition

I'm back from the grave with lots of new features and map changes!

*Major game-mode logic restructuring
*Finally added and tweaked the Elevator Cap (Attack/Defend Koth style)
*Major lighting changes/tweaks
*Geometry changes

-After looking at the small amount of feedback from a002, i changed the layout to have the paths not immediately direct to the cap in a few seconds.
-Focused on two major point cap paths with a cap wing for flanking among other tweaks
-Changed the health and ammo...

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Teddy Schnapps

func_null
aa
Feb 5, 2014
67
23
Teddy Schnapps updated Highdive with a new update entry:

ALPHA 004 Addition

Had to make some last minute changes before I tested the new features out in an imp.

-tweaked cap time for blue to win from 30sec to 28sec
-changed the func_door elevator length to 8 units
-changed the distance the elevator travels in time
-struggling with Timing elevator capping in sync with the HUD time...
-added some new props for mini detail
-expanded the ceiling in areas for fast role out
-fixed lighting issues with textures and bugs
-(starting to rethink the whole idea of a pit in...

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Teddy Schnapps

func_null
aa
Feb 5, 2014
67
23
Teddy Schnapps updated Highdive with a new update entry:

ALPHA 005

COMPLETE OVERHAUL OF OLD MAP

-Finally got rid of the old elevator cap idea for now (may return if i get help on it)
-added more slots for spawns, and edited spawn rooms for better directional help
-completely changed the left outermost route for soldiers, snipers, and demos, to roll out best with the high ground
-tweaked the left outer most route to the main cap low ground
-added plenty of low ground ways to advance to high ground and cap
-reworked a lot of detail work
-fixed glitches and...

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Teddy Schnapps

func_null
aa
Feb 5, 2014
67
23
Teddy Schnapps updated Highdive with a new update entry:

ALPHA 005 ADDITIONS

-Very quick minor fixes to textures
-Terrain editing
-Shortening and adjusting the flooded basement
-Removed sanity
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Teddy Schnapps

func_null
aa
Feb 5, 2014
67
23
Teddy Schnapps updated Highdive with a new update entry:

ALPHA 006

-changed design of all spawn rooms, created better flow
-added more lighting and created new lighting issues
-redesigned halls and flanks to stay focused on the center cap
-changed how close players are hitting enemy spawn area
-added underground flooded basement by laser flank for sneaky classes and Engie's etc.
-Fixed texture issues
-Added a few more models for detail and cover
-covered the cap with Cell model as a temporary roof and cover needed for the capping team
-added new clipping...

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Teddy Schnapps

func_null
aa
Feb 5, 2014
67
23
Teddy Schnapps updated Highdive with a new update entry:

ALPHA 007

-Major Overhaul Remake of ENTIRE MAP
-cap time is default 3min
- mid is only 1 direct walking path in with obsticles around it
-mid has underbase ally under it for trafic
-mid is wide open for soldier, demo, or pyro travel in air
-plenty of small but good sniper sighlines
-heavy has a good walkable path to feel safe
-Lots of ammo and Health all over

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