koth_coldline

KotH koth_coldline b2.5

GRIEFYN

L1: Registered
Jul 3, 2022
34
3
GRIEFYN updated koth_bigfoot with a new update entry:

koth_bigfoot_a4

Koth_bigfoot_a4 (UPDATE)​

BANNER3.png


- improved middle trap
- the middle entrance got bigger
- the middle got bigger
- new cover for the map
- supplies easier to find
- new entry in the middle


special thanks to all playtesters​

erk
ඞSUSSYඞ
Defcon...

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GRIEFYN

L1: Registered
Jul 3, 2022
34
3
GRIEFYN updated koth_bigfoot with a new update entry:

koth_bigfoot_a10

UPDATED2.png

An update of some gameplay and fix changes


- the middle design has been changed a bit
- the control point has an elevation
- control point design has been slightly modified
- signs to help the player find pickups
- the first middle entry has been slightly modified
- change in sightline of first middle entry
- new lighting in the train area

A special thanks to all...


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GRIEFYN

L1: Registered
Jul 3, 2022
34
3
GRIEFYN updated koth_bigfoot with a new update entry:

koth_bigfoot_a11

- Attempt to solve the respawn time issue
- Visual update
- More props scattered on the map
- The map has been increasing
- Spawns has been redesing
- A new elevation
- in the train area has been slightly updated
- Clips throughout
- New pickups on the map

Attempts to solve the spawncamping problem:

The map was slightly enlarged, you could say it was stretched, changing the respawn time and redesigning the respawns, adding an elevation and removing the old door

Special...​


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d3adfin

L4: Comfortable Member
Jul 21, 2019
177
71
the map is currently marked as ctf btw
 

GRIEFYN

L1: Registered
Jul 3, 2022
34
3
GRIEFYN updated koth_bigfoot with a new update entry:

koth_bigfoot_b2

After some playtests I feel that the map needs to move towards something bigger and so welcome to the BETA version of the map, currently the map is at version 1.5 in the sense of being half alpha and beta, I still need some analysis mainly on point control and some changes were made due to the previous Thursday playtest.

- in terms of visual only the spawns were changed​

- a ladder has been added for spies to...​


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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
640
362
20221105213909_1.jpg

Hey, make sure to check what you're rendering! This showing up upon me loading the map right away does not make me confident my framerate will be stable at all. Keep an eye especially on how many props are rendering at once on the map
 

♥Xilekai♥

L1: Registered
Oct 26, 2022
3
0
Can you add HDR support to this map for use in SFM? I've tried to do it myself but the newest version has too much geometry (or something like that, I don't know hammer I just use it for recompiling) and the version on the workshop and gamebanana just get stuck on 1 during the PortalFlow pass.
 

GRIEFYN

L1: Registered
Jul 3, 2022
34
3
Can you add HDR support to this map for use in SFM? I've tried to do it myself but the newest version has too much geometry (or something like that, I don't know hammer I just use it for recompiling) and the version on the workshop and gamebanana just get stuck on 1 during the PortalFlow pass.
It's very complicated because the map was planned wrong especially the optimization, it took me months to try to solve it but I gave up on this map, and it's impossible to compile in the HDR version, I'm sorry about that