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KotH koth_spillway rc3a

Compact KOTH map set in a hydroelectric dam

  1. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
    CHANGELOG:

    - art pass!
    - made battlements windows one-way (mid-facing side is now opaque)
    - reduced amount of cover damside
    - submerging viewpoint in damside water no longer banishes you to the shadow realm
    - lowered sewer water to ankle height (8hu), removed teleporter nobuild and extinguish trigger
    it was a janky and nonstandard gameplay element. fuck that.
    - adjusted mid interior cover, blocked crack sightline
    - clipped doorways, big sewer pipes

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  2. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
    CHANGELOG:

    - clipped mid pillar bevel
    - propjumps at turbines are now equal on both sides
    - made damside pipes nonsolid
    - changed damside fences
    - tightened clipping on mop and bucket in RED battlements
    - adjusted spawnrooms
    - fixed func_smokevolumes in spawnrooms
    - added frames to detail doors
    - added trim to damside windows
    - adjusted spawnroom pipes
    - added trim to damside diamondplate metal floor
    - ronck
    - removed collisions from sewer tunnel caps
    they weren't acting solid anyway and were causing some impact particle weirdness
    - slightly brightened missile room lighting
    - fixed flickering on secret

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  3. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264


    CHANGELOG:

    - adjusted spawnpoint directions
    - improved cubemaps:
    -- fixed weird cubemaps on floor leading out of team bases to damside
    -- upped cubemap resolution and improved placement of cubemaps for reflective windows
    -- turbines now appear in mid cubemaps
    - changed lobby stairs to diamondplate metal
    - changed helipad overlay
    - fixed missing overlays on damside fence signs
    - fixed red barrel in BLU lobby

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  4. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
    CHANGELOG:

    - updated soundscapes
    -- fixed audible water before the spillway opens on point capture

    got lucky with the repack compression and somehow saved 3MB. no idea. don't ask.

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  5. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
  6. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
    rc1c
    CHANGELOG:

    - changed helipad diamondplate from white to grey to alleviate HDR issues

    - clipped vents over short spawn exit
    - adjusted detail door in RED lobby to make it clearer it doesn't open

    - mid cubemaps now correctly reflect the control point


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  7. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
    rc2
    CHANGELOG:

    - brightened team exits onto damside

    - stair clips are now blockbullets
    - fixed unassigned overlay faces
    - adjusted displacements by sewer tunnels
    - added no entry sign to BLU spawn detail door
    - fixed z-fighting on capture zone railings
    - fixed misaligned light in RED spawn
    - remembered to update soundscape file
    rc1c didn't have soundscapes packed because i'm a fuckin dumbass

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  8. goatcheese3

    goatcheese3 L1: Registered

    Messages:
    37
    Positive Ratings:
    5
    reviving my acct here to comment about a bug i found with the wrap assassin.. shooting the ball directly in from of me, especially in middle or lower areas of the map causes the ball to instantly explode. bullets, rockets etc obviously work fine. check for invisible brushes near the sewer/point area i guess
     
  9. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264
    the wrap assassin bauble erroneously uses bounding boxes instead of vphysics collision meshes to check if it should explode. it's hitting the bounding box of the waterfall that appears on the first capture of the round. i can't do anything about it.
    the same issue happens on other maps with large dynamic props and brush entities, like payload lasts with debris animations and maps that use func_brush for staircase edge trims to cut down on tjuncts.
     
  10. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264


    rc3 changelog:

    - added mission briefing photos
    huh. thought i did that already.
    - fixed soundscapes not resetting on new round
    turns out env_soundscape is amongst the small number of entities that don't reset on new rounds.
    also turns out that OnMultiNewRound doesn't fire in KOTH, but OnMapSpawn does. wild.
    - fixed a bunch of areas under stairs being blockbullets'd instead of playerclipped
    - damside grating clipping is now blockbullets instead of playerclip
    - clipped pipes above the shutter door at mid
    - fixed a bunch of pipes in each spawnroom having collissions
    - handtruck in tunnel beneath mid is now nonsolid
    -- added small blockbullets on its wheels to prevent hiding stickybombs
    - fixed observer point half-obscured by a pipe
    oops
    - clipped barrels by BLU computers
    world's shittest pixel walk
    - removed the Single Prop used from snowycoast assets
    - fixed missing clipping next to stairs beside point on BLU side
    - fixed pipes clipping into metal trim on mid
    - updated matte pipe edits to new versions
    oh my god i had to repath every fucking pipe model
    - fixed some helipad brushes not being tied to func_detail

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  11. pont

    aa pont look at my fursona

    Messages:
    163
    Positive Ratings:
    264