koth_luxdeluxe_mc19

KotH koth_luxdeluxe_mc19 a1b

SuperLuxDeluxe

L3: Member
Mar 13, 2021
118
273
koth_luxdeluxe_mc19 - Dynamic KOTH with conveyor belts

My belated entry to Microcontest 19.
I've been very busy with classwork so I wasn't able to finish it the day of.

This is my first KOTH map!
It has conveyors that turn on and off and routes that become inaccessible when one team caps.

Screenshots:
20211126021429_1.jpg 20211126014009_1.jpg 20211126021451_1.jpg 20211126014112_1.jpg 20211126014040_1.jpg 20211126014047_1.jpg 20211126014058_1.jpg
 

SuperLuxDeluxe

L3: Member
Mar 13, 2021
118
273
Minor update. Looking for more feedback on the yard area and the general opinion on the dynamic elements.

Changes in this version:
  • Fixed some texture errors and z-fighting brushes.
  • Fixed two doors z-fighting.
  • Added missing patches under some pickups
  • Changed existing medium health in the lower conveyor on mid to a small health kit
  • Added another small health kit in the same lower conveyor area that's easily accessible from the area underneath the point.
  • Added basic soundscapes
  • Removed collision on the roll-up door frames at both spawns.
  • Added blockbullets collisions to rockets on the flatbed train cars just outside of the spawns as before you could run through them and hide.

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SuperLuxDeluxe

L3: Member
Mar 13, 2021
118
273
I'm looking for feedback and advice on the yard area outside of mid!

Changes in this version:
  • Changed complicated, buggy conveyor system into a proper func_conveyor setup.
    • Walking along the conveyors is now super smooth!
    • Conveyor belt texture by MegapiemanPHD available here
      • Slightly edited by me to work with func_conveyor
  • Conveyor belt speed reduced from 120 hu/s to 100 hu/s
    • This combined with the func_conveyor change should make it much easier to use the underneath flank route, especially as a slower class.
  • Changed displacement texture in yard and actually displaced and alpha painted the terrain. Also added some shrubbery in yard to make things look somewhat nicer.
  • Added in some barrel stack props in yard for cover.
  • Pulled back the conveyor outside of spawn and added in a "porch" for engineers to place teleport entrances. :)
  • Added some game play signs to the spawns.
  • Minor cosmetic fixes
    • Added a camera prop to where the spectator camera is. :)
    • Fixed some misplaced team textures.
    • Fixed a door in yard that was off center by 8 units. :)
  • Added in some tf_bot features for my testing, but who cares about that? :p

Screenshots of changes:
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