KotH Moonshine_Event rc3

Halloween version of Koth Moonshine

  1. heyyou

    heyyou L4: Comfortable Member

    Messages:
    151
    Positive Ratings:
    100
    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
     
    • Thanks Thanks x 4
    Last edited by a moderator: Nov 2, 2015
  2. Crash

    aa Crash func_nerd

    Messages:
    2,849
    Positive Ratings:
    3,859
    Updated to RC3, all new screenshots, and NAV file available for download for server owners in the OP!


     
    • Thanks Thanks x 1
  3. TheAppleJhon

    TheAppleJhon L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    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 :D
     
    • Thanks Thanks x 1
  4. Vel0city

    aa Vel0city func_fish_pool

    Messages:
    1,768
    Positive Ratings:
    1,307
    Where are my real time reflections on the water? These cubemaps look horrible.
     
    • Thanks Thanks x 1
  5. TheAppleJhon

    TheAppleJhon L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    lol
     
  6. Vel0city

    aa Vel0city func_fish_pool

    Messages:
    1,768
    Positive Ratings:
    1,307
    You can lol it, the map uploaded to the workshop had real-time reflections on it. Now it doesn't.
     
  7. Fr0Z3nR

    aa Fr0Z3nR 水素臭い

    Messages:
    6,349
    Positive Ratings:
    4,772
    Valve, presumably, recompiles all the maps.
     
  8. TheAppleJhon

    TheAppleJhon L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    Oh, i didnt know
     
  9. Vel0city

    aa Vel0city func_fish_pool

    Messages:
    1,768
    Positive Ratings:
    1,307
    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?
     
    • Thanks Thanks x 1
  10. Fr0Z3nR

    aa Fr0Z3nR 水素臭い

    Messages:
    6,349
    Positive Ratings:
    4,772
    I'm not Valve so I couldn't answer it for you, but assume they have a good reason.
     
    • Thanks Thanks x 1
  11. Vel0city

    aa Vel0city func_fish_pool

    Messages:
    1,768
    Positive Ratings:
    1,307
    Probably "performance" reasons. Not that there aren't any, but try telling that to Valve.
     
    • Thanks Thanks x 1
  12. Crash

    aa Crash func_nerd

    Messages:
    2,849
    Positive Ratings:
    3,859
    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. ;)
     
    • Thanks Thanks x 4
  13. ics

    ics L8: Fancy Shmancy Member

    Messages:
    551
    Positive Ratings:
    275
    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.
     
    • Thanks Thanks x 1
  14. Vel0city

    aa Vel0city func_fish_pool

    Messages:
    1,768
    Positive Ratings:
    1,307
    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.
     
  15. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    3,947
    Positive Ratings:
    5,304
  16. Crash

    aa Crash func_nerd

    Messages:
    2,849
    Positive Ratings:
    3,859
    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.
     
  17. Zed

    aa Zed Not the one from League.

    Messages:
    1,206
    Positive Ratings:
    924
    Doesn't the murky cheap water make more sense for a SWAMP anyways?
     
  18. TheAppleJhon

    TheAppleJhon L2: Junior Member

    Messages:
    72
    Positive Ratings:
    25
    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.
     
  19. Crash

    aa Crash func_nerd

    Messages:
    2,849
    Positive Ratings:
    3,859
    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.
     
  20. Vel0city

    aa Vel0city func_fish_pool

    Messages:
    1,768
    Positive Ratings:
    1,307
    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.