Koth_Rio

KotH Koth_Rio rc6b

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AuraRanger

L1: Registered
Jul 17, 2023
7
2
when its done do you have plans to post it on the workshop for the 2025 update cycle ?
 

Fault in Maps

Hello Kitty pays my bills
aa
Jan 19, 2021
111
92
Fault in Maps updated Koth_Rio with a new update entry:

The Update soon

Hey everyone!

Depending on how well things go, the pre-Finale Update could drop today or within the next two days!

Before the Finale, the map will go through one last playtest, allowing the team to experience it against real players and make any necessary tweaks.

This is very epic i know

Once again small sneak peak pic shown in the update section

Read the rest of this update entry...
 

TheMightyGerbil

L2: Junior Member
Dec 23, 2012
80
21
The last few versions have failed to load custom assets and the hall of mirrors in the skybox is indicative of a leak. I've considered the possibility it might be my computer being screwy but I load other maps before and after Rio, which have custom assets, and work fine. Eons ago when I mapped I had the issue of assuming a map packed correctly when in reality it had not and was still pulling custom assets from the directories on my computer. Prior to loading it for a final test before an upload I rename my custom directories so it has to pull any assets from what you pack in the map assuring it is packed correctly. Still that wouldn't explain the hall of mirrors in your skybox, that's always been a leak when I've seen it in my maps.

You clearly are a skilled mapper and I hadn't commented before because I thought it was a one off error but it's happened in several versions now and I wanted to say something before "the big one". Maybe get someone else to load it up to be sure?
 

Miki

L2: Junior Member
Feb 10, 2022
78
65
I found a way to get out of bounds and also included lots of feedback screenshots. Rio has to be the best looking Tropic Crisis map next to Embargo or that Slum CTF map. Haven't played a real match on it (as usual) but I am a big fan of the favela style shown here. This was on koth_rio_rc6b.

20250411214258_1.jpg

This angle is too steep to walk up the stairs leading to the point (-900 30 53)
20250411214314_1.jpg

You can add radial fog to the skybox since one of the newest TF2 updates (also bless you for making good use of blended fog). Go to the sky camera entity, disable smart edit, add "fogradial" as a key with 1 as a value. This works for env_fog_controller too.
20250411214332_1.jpg

1) it is not easy to realize this is glass that blocks your path. 2) The HL2 trash can is a HL2 prop and you could consider using koth_laughter's trash can prop for a TF2 looking one. (-962 -830 308)

20250411214340_1.jpg

Z-fighting on this curb texture (which I think looks off applied here with the center line to begin with) (-904 -1042 356)

20250411214413_1.jpg

I collide with this waterfall, and you could disable all the checkmarks in the displacement properties (no physics, hull, or ray collision) (139 -1115 277)

20250411214520_1.jpg

Some props here are floating, not just this trash bag. (2367 -1508 378)
20250411214540_1.jpg

You can disable shadows for this bomb so it doesn't bleed through the board it is sitting on. (2037 -2035 527)
20250411214637_1.jpg

You can be a hobo and live inside the trash bags (they are not solid). (-1454 -1223 357 I think both sides)


20250411214648_1.jpg

The tip of this plant is going through the glass. (-750 -1594 465)
20250411214656_1.jpg

Z-fighting on this ceiling brush (-1349 -1542 571)
20250411214713_1.jpg

This texture isn't aligned consistently. (322 183 817)
20250411214749_1.jpg

Turn off texture scaling and re-transform this texture so it doesn't stretch and instead repeats more nicely. (1884 -1488 161)
20250411214853_1.jpg

You can get out of bounds where the Medic is (top right of the crosshair) (-1549 512 97, at least where I'm standing)

20250411214957_1.jpg

Not a big a deal, but this rebar is from HL2. Optionally, you could make these rectangle brushes with a metal beam texture and tilt them a bit or use the Construction Pack's rebar models instead. (2609 -1903 511)

20250411215217_1.jpg

The lack of a smoothly clipped wall will get someone killed and they'll get frustrated at the map. Speaking as someone who died to Doublecross's intel room doors not being clipped and not escaping with the intel. Counter-Strike moments. (-1448 -1527 161)
20250411215311_1.jpg

Floating garbage. Also, the pallets could use a square clipping so you don't jolt up them. (-3033 -665 314)

20250411215330_1.jpg

Z-fightingI think this was on the ceiling, or at least something was flickering. (-2844 -342 433)

20250411215345_1.jpg


This bottle can be turned into a non-solid prop_physics_multiplayer. Adds interactivity to the map and also prevents standing on it like this. (-2076 -649 141)
20250411215521_1.jpg

Z-fighting floor at the point. (363 -131 113)
20250411215608_1.jpg

Another bottle that can be turned into a non-solid prop_physics_multiplayer. (2334 -220 209)
20250411215644_1.jpg

Was not gonna report this, but BLU's side ramp had this texture aligned nicer than the RED one, so I figure it's not desired. (-3236 -740 392)


20250411215745_1.jpg

This floor texture doesn't seem to be intentional and doesn't match the rest of the scene. (1131 110 118)
20250411215810_1.jpg

Floating garbage and barrel. And the plank sides are not aligned properly (including the second above it not in the picture). (1325 -1066 113)
20250411215821_1.jpg

Tiny detail trim that has no clipping and will get someone killed. (1461 -1287 456, probably both sides)
20250411215826_1.jpg

Running away from someone only to get stuck on this door and that player gets frustrated at the map. (1698 -1306 441)
20250411215922_1.jpg

These props should be solid, they are too close to the gameplay space where a Demo can hide stickies inside. (185 -1490 116, both sides)
20250411220107_1.jpg

The no entry sign is peeking through the door, it doesn't look good. Also the stairs here are not clipped. (2665 -913 404)
20250411220235_1.jpg

You can build in the kitchen of RED's spawn and let enemy Spies inside your base. (RED spawn)

20250411220401_1.jpg

Light is spilling over from the other room on this wall. Splitting the brushes should fix this. (-2499 -638 164)
20250411220419_1.jpg

This doorframe is z-fighting with the wall. (-2167 -1201 108)


1744425671241.jpeg

This ceiling texture isn't matching with the rest of the ceiling. (-1942 -1458 164)
20250411224357_1.jpg

Wasn't gonna report this, but this area is really gorgeous and this tree going through this pole takes a bit away. (In front of BLU spawn)

Also I get a lot of console spam about particles and sprites. And I feel the map is really quiet for a map set in a city, nothing really flavorful to listen to. If I ever make a Tropic Crisis themed map, I'll use this map as reference because it was brilliantly executed. Additionally: the cash register in BLU spawn is from HL2 and can optionally be replaced by the cash register from Selbyen.
 
Last edited:

Dr.Maxi

L1: Registered
Feb 6, 2023
29
4
I found a way to get out of bounds and also included lots of feedback screenshots. Rio has to be the best looking Tropic Crisis map next to Embargo or that Slum CTF map. Haven't played a real match on it (as usual) but I am a big fan of the favela style shown here. This was on koth_rio_rc6b.

20250411214258_1.jpg

This angle is too steep to walk up the stairs leading to the point (-900 30 53)
20250411214314_1.jpg

You can add radial fog to the skybox since one of the newest TF2 updates (also bless you for making good use of blended fog). Go to the sky camera entity, disable smart edit, add "fogradial" as a key with 1 as a value. This works for env_fog_controller too.
20250411214332_1.jpg

1) it is not easy to realize this is glass that blocks your path. 2) The HL2 trash can is a HL2 prop and you could consider using koth_laughter's trash can prop for a TF2 looking one. (-962 -830 308)

20250411214340_1.jpg

Z-fighting on this curb texture (which I think looks off applied here with the center line to begin with) (-904 -1042 356)

20250411214413_1.jpg

I collide with this waterfall, and you could disable all the checkmarks in the displacement properties (no physics, hull, or ray collision) (139 -1115 277)

20250411214520_1.jpg

Some props here are floating, not just this trash bag. (2367 -1508 378)
20250411214540_1.jpg

You can disable shadows for this bomb so it doesn't bleed through the board it is sitting on. (2037 -2035 527)
20250411214637_1.jpg

You can be a hobo and live inside the trash bags (they are not solid). (-1454 -1223 357 I think both sides)


20250411214648_1.jpg

The tip of this plant is going through the glass. (-750 -1594 465)
20250411214656_1.jpg

Z-fighting on this ceiling brush (-1349 -1542 571)
20250411214713_1.jpg

This texture isn't aligned consistently. (322 183 817)
20250411214749_1.jpg

Turn off texture scaling and re-transform this texture so it doesn't stretch and instead repeats more nicely. (1884 -1488 161)
20250411214853_1.jpg

You can get out of bounds where the Medic is (top right of the crosshair) (-1549 512 97, at least where I'm standing)

20250411214957_1.jpg

Not a big a deal, but this rebar is from HL2. Optionally, you could make these rectangle brushes with a metal beam texture and tilt them a bit or use the Construction Pack's rebar models instead. (2609 -1903 511)

20250411215217_1.jpg

The lack of a smoothly clipped wall will get someone killed and they'll get frustrated at the map. Speaking as someone who died to Doublecross's intel room doors not being clipped and not escaping with the intel. Counter-Strike moments. (-1448 -1527 161)
20250411215311_1.jpg

Floating garbage. Also, the pallets could use a square clipping so you don't jolt up them. (-3033 -665 314)

20250411215330_1.jpg

Z-fightingI think this was on the ceiling, or at least something was flickering. (-2844 -342 433)

20250411215345_1.jpg


This bottle can be turned into a non-solid prop_physics_multiplayer. Adds interactivity to the map and also prevents standing on it like this. (-2076 -649 141)
20250411215521_1.jpg

Z-fighting floor at the point. (363 -131 113)
20250411215608_1.jpg

Another bottle that can be turned into a non-solid prop_physics_multiplayer. (2334 -220 209)
20250411215644_1.jpg

Was not gonna report this, but BLU's side ramp had this texture aligned nicer than the RED one, so I figure it's not desired. (-3236 -740 392)


20250411215745_1.jpg

This floor texture doesn't seem to be intentional and doesn't match the rest of the scene. (1131 110 118)
20250411215810_1.jpg

Floating garbage and barrel. And the plank sides are not aligned properly (including the second above it not in the picture). (1325 -1066 113)
20250411215821_1.jpg

Tiny detail trim that has no clipping and will get someone killed. (1461 -1287 456, probably both sides)
20250411215826_1.jpg

Running away from someone only to get stuck on this door and that player gets frustrated at the map. (1698 -1306 441)
20250411215922_1.jpg

These props should be solid, they are too close to the gameplay space where a Demo can hide stickies inside. (185 -1490 116, both sides)
20250411220107_1.jpg

The no entry sign is peeking through the door, it doesn't look good. Also the stairs here are not clipped. (2665 -913 404)
20250411220235_1.jpg

You can build in the kitchen of RED's spawn and let enemy Spies inside your base. (RED spawn)

20250411220401_1.jpg

Light is spilling over from the other room on this wall. Splitting the brushes should fix this. (-2499 -638 164)
20250411220419_1.jpg

This doorframe is z-fighting with the wall. (-2167 -1201 108)


1744425671241.jpeg

This ceiling texture isn't matching with the rest of the ceiling. (-1942 -1458 164)
20250411224357_1.jpg

Wasn't gonna report this, but this area is really gorgeous and this tree going through this pole takes a bit away. (In front of BLU spawn)

Also I get a lot of console spam about particles and sprites. And I feel the map is really quiet for a map set in a city, nothing really flavorful to listen to. If I ever make a Tropic Crisis themed map, I'll use this map as reference because it was brilliantly executed. Additionally: the cash register in BLU spawn is from HL2 and can optionally be replaced by the cash register from Selbyen.

Jesus man....
First of thanks that you like the map
Second Ill fix the spots you shown dont worry
Third anything with props from different packs will not be possible
and lastly dont worry i have already Updated the enivorment sounds of the slums
again thanks for the feedback
 

Dr.Maxi

L1: Registered
Feb 6, 2023
29
4
The last few versions have failed to load custom assets and the hall of mirrors in the skybox is indicative of a leak. I've considered the possibility it might be my computer being screwy but I load other maps before and after Rio, which have custom assets, and work fine. Eons ago when I mapped I had the issue of assuming a map packed correctly when in reality it had not and was still pulling custom assets from the directories on my computer. Prior to loading it for a final test before an upload I rename my custom directories so it has to pull any assets from what you pack in the map assuring it is packed correctly. Still that wouldn't explain the hall of mirrors in your skybox, that's always been a leak when I've seen it in my maps.

You clearly are a skilled mapper and I hadn't commented before because I thought it was a one off error but it's happened in several versions now and I wanted to say something before "the big one". Maybe get someone else to load it up to be sure?
No i got no fucking clue about what im doing
Nice that it came over as that though
 

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Fault in Maps

Hello Kitty pays my bills
aa
Jan 19, 2021
111
92
Fault in Maps updated Koth_Rio with a new update entry:

Release Soon

Ok so this is just a small update message

We got the map finished and ready to be shiped
One thing we do still need to add is 1 thing wich is really just for adding life to the map
But after that is done exspect the last version to be uploaded here and ofc in the workshop

THE TIME IS HERE

Read the rest of this update entry...