koth_moonshine_event_rc3 - Halloween version of Koth Moonshine IMPORTANT - Server owners, download this NAV file and place it in the maps folder with the bsp to enable bot/ skeleton support. 7 years in the making, updated for the 2015 Workshop of Horrors. Features: Original old-school community favorite custom map updated and reskinned to the Halloween theme Improved gameplay from original The Wheel of Doom (spooky!) Wandering ghosts Spells! Pumpkin bombs Underworld thriller dance routine Giant drunk skull Sweet custom props made just for this! Hey You - Original map creation/ Halloween retheme UEAKCrash - Underworld/ Halloween retheme/ Optimization/ Shenanigans Jukebox - Moonshine Still props Psyke/ Donhonk - Zombie Croc prop
Updated to RC3, all new screenshots, and NAV file available for download for server owners in the OP!
OMG it was added in the update! I'm so happy for you guys! Good work! VALVe is showing a lot of love to the map making community
I know they do. I want to know why Valve apparently hates "expensive" water. Why have it in the game if you're going to deny the use of it?
I removed the expensive water because it was too expensive. FPS was terrible on mid in the workshop version, and a lot of the reason was because of the huge body of expensive water stretching out into the skybox. It sucks I had to cut it, but there was just way too much water on mid to be able to ever get away with it. It's called expensive for a reason.
Changing that water to cheaper really improved framerates on this map. We tested also this one pre-halloween as well as other maps and the framerate really went down. I played this yesterday and i had great experience in the map.
Well, removing that water also made it impossible to look below it, so anybody under water is safe from everybody above the water. That's a problem.
I did a lot of other improvements with hinting and tons of prop fades, among other optimization tweaks. I learned a bunch more about it working on this. But the water did help quite a bit. But like you said, just like nearly every other map does it. Tough calls have to be made sometimes.
The sad thing is that the map still has a few perfomance issues from my experience. I guess it's also the game itself. TF2 is known for being hard on your perfomance.
Yeah it's not perfect. Did what I could on it, but mid is so huge and open, not a lot to key off of for optimization.
One problem I always had (including the regular version) is that there isn't a middle path towards the point. There are 2 entrances (3 if you include the hard-to-spot bridge side route) and that's it. I always get stuck as a non-jumping class in the area under the Sniper bridge thinking that there's a route there when there isn't one.