koth_hydrothermal

KotH koth_hydrothermal _rc1

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter submitted a new resource:

koth_hydrothermal - my take on a chaotic koth map. you WILL suffer

koth_hydrothermal is my first attempt at a koth map. note that it is not my first map in hammer, I have made several (air strike) jump maps before (one of one which still WIP), so hopefully it's a bit better than the average first map experience

though uploaded within the timespan of the event, it is NOT a jam entry. I started on this about a week ago

koth_hydrothermal (previously aquifer but the name was taken sob) is set around a power plant inside and around a mountain. the...

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Last edited:

lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

optimisation

added area portals
fixed 'diaper' or how map is seperated from the void
changed some world geometry into func_detail and the other way around to accomodate for areaportals & the way the map is sealed
fixed some holes, z-fighting, broken decals
adjusted propfades. it's the same value across all props. might need more specific tweaking on some
added some tiny bits of detailing
reworked pixelwalk into rock jump for consistency
lowered some lights
other minute changes no sane human would...

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

a6

added surveillance equipment to make hallways feel less empty
fixed LOTS of emergent issues from touching hallways
other minutia like changing lamp color tones, oversights that were the result of things done in a4/5 & some textures

this update features only tiny amounts of changes to gameplay, mostly in the form of 'you can now see through this window' and 'the windowsill is standable'

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

a7 (post-playtest)

changed solidity of some props
fixed floating props
resolved some issues to do with packing custom files, changed some textures
tweaked several propfades
removed fences from mid, making the pit more hazardous
slightly raised mid to reduce shutter-to-shutter angle
changed shape of mid to allow spamming low ground
slightly reduced top point capture size
changed pixelwalk to rock jump, it now better communicates the option to the player
raised oblixes & support structure (bc of the new...

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

a8, final alpha build

big detailing update
- more properly defined cliffsides in spawn area
- furnished spawn rooms
- added plants to tree planter
- redesigned buildings on spawn, added extra props, overlays, balconies, window and such
- added 'thermal' part of 'hydrothermal'
- added support structure to hallways
- added stuff to hallways to make them feel less empty / moved some things around
removed cone zone :( ,in stead, added extra route ('cleaning supply closet') to...

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

first beta version!1!!!1

After almost a month, here is the first beta version of the map!

  • Completely redid the lobby.
  • Visuals across the map have been polished up.
  • Some props were removed or swapped for others.
  • Spawn area was adjusted.
  • More connectors were built and dropdown was moved into the balcony room.

These patch notes barely do the update justice. It has been a lot of work and I am proud to present the updated version.
The map is by no means done yet, but this has been a big...

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

MASSIVE update (we are SO back)

THIS PATCH NOTES CONTAINS SPOILERS. GO CHECK IT OUT YOURSELF IN STEAD. YOU HAVE BEEN WARNED.

mostly a big detailing update but some small touches that impact gameplay.
gameplay changes:
- started construction of a building on mid, to serve as cover.
- added shelves in hallways as parkour options
- added security guard shack to parking
- littered more props around the map
- tiny adjustements to ramps leading into balcony from main & leading to main from concrete
- added awning to...

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

ironing out some issues

  • fixed some visual inconsistencies
  • adjusted some propfades
  • changed mid name
  • adjusted floor visual around main/concrete
  • removed some unsightly shadows
  • fixed tv wire in bar
  • the deer is now more shy and the cow more friendly
  • added extra spec cams
  • added extra surveillance devices throughout the facility
  • moved some foliage
  • tweaked cliffsides

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

dude we have a 3d skybox now (and more)

this update adds more detail, flushing out the spawns as well as some other fringe adjustments. few gameplay related changes. oh and a 3d skybox

  • added 3dsky
  • as a result of having 3dsky, made big changes to spawns
  • added birb bud
  • expanded plumbing in lobby
  • added shutter-bits to some doorways
  • added wooden trims to not-so-secret bomb storage
  • added forklift (he's eating soup with a fork)
  • added more storage options to kitchen
  • added big fan (im a big fan of this...

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lecter

L1: Registered
Aug 22, 2019
22
2
lecter updated koth_hydrothermal with a new update entry:

it's joever

with this update, rc1, i consider the map finished. unless something comes up, this will be the final update before i move on to other projects

  • taught birb how to fly
  • removed smoke
  • added extra shutter
  • fixed some texture issues
  • fixed gap in displacement somewhere
  • fixed two doorways
  • worsened reception
  • fixed floating ladder
  • fixed an issue related to blockbullets not, uhh, blocking bullets (yeah....)
  • added cubemaps
  • added soundscapes
  • adjusted lighting...

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