Ice Tower

KotH Ice Tower pre2-rc7

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Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Ice Tower - King of the Hill - Ice Tower

Connect 5 Mapping Grid
jEuMIoV.png
Obs: The train was removed long time ago for gameplay reasons...

Special Thanks:
Bruno and Chapelaria
AY | Professor

Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1356347293
 
Last edited:

YOYOYO

34 crashes and counting
aa
Jul 10, 2017
583
491
Oh my gosh, Its finally out. I've been keeping my eye on this one for a while.

And I just wanna know, how you detail all this stuff like this? Its pretty amazing. Especially for a koth map, which are usually pretty bland.
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Oh my gosh, Its finally out. I've been keeping my eye on this one for a while.

And I just wanna know, how you detail all this stuff like this? Its pretty amazing. Especially for a koth map, which are usually pretty bland.

You know.... never make too flat... I think...
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
koth_icetower_rc5
  • Updated to use the last version of the layout/art (based on the halloween version Frost Moon)
  • Minor adjustments to pickups
  • Minor adjustments to lighting
  • Minor adjustments to skybox
  • Added 2 seconds to the capture time (Now it takes 7 seconds to cap the point, leave feedback about that)

Read the rest of this update entry...
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
This is now my favourite way to make an update entry. 5 Entire gifs, just to show how the lighting's changed. It's totally fair to brag about this.
Yep, I started making this type of gif with the latest koth_gamma updates, I think it helps a lot to highlight the changes between versions. PLUS it's very cool.
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Midlou updated Ice Tower with a new update entry:

pre-rc7

Complete revamp of the map.

This update is to test the adjustments to the layout, as well as the new artpass and optimization. The artpass was done only for the Red side, with the Blue side with temporary texture adjustments. For the final version RC7 I will create the proper artpass for the Blue side. I will also do a proper changelog for RC7.

Yep, the versioning of this map is a mess, I wish it were still in beta... Oh well.

Read the rest of this update entry...
 

Gravidea

L5: Dapper Member
Apr 17, 2017
218
101
This version of the map is indeed a mess as you said! But I'm liking the layout changes regardless. Really like the jump-pad with the lights that tell you when it's active.

That being said, there's two main issues right now. The first is that the snow on this version is checkered, likely related to mat_phong settings. If you need screenshots of that, feel free to let me know. The other main issue is that the main trigger_hurt that causes fall damage near the edge of the map is disabled/not there, meaning you can jump off the map and not die/be stuck. Either way, if these things are fixed, everything's looking pretty good so far!
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
This version of the map is indeed a mess as you said! But I'm liking the layout changes regardless. Really like the jump-pad with the lights that tell you when it's active.

That being said, there's two main issues right now. The first is that the snow on this version is checkered, likely related to mat_phong settings. If you need screenshots of that, feel free to let me know. The other main issue is that the main trigger_hurt that causes fall damage near the edge of the map is disabled/not there, meaning you can jump off the map and not die/be stuck. Either way, if these things are fixed, everything's looking pretty good so far!
At this very moment I'm compiling the pre2_rc7 version of the map with major fixes. I'll put it up for re-testing as soon as possible. The issue with the snow was a custom material that was mistakenly packed along with the bsp.

Thank you for the feedback
 

Midlou

L5: Dapper Member
Jan 12, 2016
208
238
Midlou updated Ice Tower with a new update entry:

pre2-rc7

  • Fixed snow texture.
  • Fixed missing kill trigger on pit.
  • Changed jump pad to use trigger_stun instead of hacky solution with point_clientcommand (it didn't work).
  • Reduced height of some buildings.
  • Added proper Out Of Bounds around small health kit on mid.
  • Added flat plane with scrolling texture of clouds in 3D skybox because I played RTCW recently and they used this trick a lot, I think it looks rad:
MH3QKiq.gif

Read the rest of this update entry...