Meatside

KotH Meatside a3b

Lo-fi Longcat

Clown-Goblin Hybrid Resides In Local Sewers
aa
Jul 23, 2016
59
166

Aapelikaeki

L4: Comfortable Member
Feb 24, 2018
153
143
me at ball
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
(*meaty thwack*)
 

Lo-fi Longcat

Clown-Goblin Hybrid Resides In Local Sewers
aa
Jul 23, 2016
59
166
Version a3a Changelog:

  • Made the metal props at the full health into meatbrick
  • Make the metal sheets at mid into muscle
  • Turned the chickenwire containing the meatcubes into muscle
  • Unfucked the mouth displacement models at the cave exits
  • Made sure there are patches underneath all health/ammo
  • Better team side visibility - eyes on the map give off team coloured lighting
  • Make the boards covering the OOB areas in spawn look not shit
  • Made meatbug's eye rings static models
  • Cleaned meatbug's teeth
  • Meatbug can now see in the dark
  • Spotlights on the spinal columns at mid
  • Blockbullets'd the base, bridge, and battlements
  • Eyes see everything
  • Turned the stairs into main building into flesh ramp
  • Unfucked the textures on the teeth at mid
  • Better lighting on mid building brick
  • Fixed a tiny little cringe pixel walk on the battlements props
  • Fixed door frame above medium health packs can be stood on
  • Fixed the single eyeball on the wall as you exit the Base area can be hid behind
  • The ribs blocking the oob at mid are no longer really dark
  • Fixed eyeball hanging from meat battlements clipping through the top SO SO slightly
  • Made spectator cams point at interesting stuff
  • Fixed meat battlements have a little clipping spot up top you can stand on
  • Clipped the overhang at meat base
  • Fixed meat base also having a little clipping error underneath the overhang

Read the rest of this update entry...
 
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Lo-fi Longcat

Clown-Goblin Hybrid Resides In Local Sewers
aa
Jul 23, 2016
59
166
So apparently the new eye models are still a bit broken, resulting in many many players seeing only error textures in place of eye textures.

If you saw the eye models correctly (not error textures) while playing version a3a of this map please respond to this thread so that I can troubleshoot the issue, thanks!
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
The eyes were working for me (l love the effect, btw. It really adds to, for lack of a better term, the vibe of this map.)
 
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( ͡° ͜ʖ ͡°)

L2: Junior Member
Nov 1, 2021
56
1
Hello, i playtest solo on your map and here's what i found.
Warning : Photo contain gory and hard to forget material.
First screenshot : the meat block thing and slightly rotated concrete block make the map not fully symetrical.
upload_2021-11-4_10-45-17.jpeg

I found a lot no texture that suppose to be eyes here
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg
upload_2021-11-4_10-45-17.jpeg

Also, the respawn room visualizer on the last screenshot on BLU left spawn door kinda buggy but other spawndoor is functional.
I hope you fix all the no texture, bugged visualizer, etc. without a problem :)
 

Pizza Pasta

L1: Registered
Mar 5, 2017
21
4
Brings a tear to my eye(s). I love how glossy the "ground" is.

EDIT: I didn't seem to have any issues with the eye textures, thankfully, but I'd actually like to know how you achieved the effect of having them "follow" the player. It's damn impressive.
 
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Lo-fi Longcat

Clown-Goblin Hybrid Resides In Local Sewers
aa
Jul 23, 2016
59
166
Eye textures are impossible to diagnose. The blocks being asymmetrical behind mid is an original lakeside thing. The eyes followed the player because we used the shader used for eyes ingame.