Made by fubarFX
Also, the point looks like a nipple. JUST SAYING!
yeah the capture zone was hidden when I compiled a3, herp derp.
koth_occult aka koth_bitchtit. for these special time when penis rocks just aren't enough
what is this? I have no idea what I'm doing.
IT's dark, but cool.
for anyone who cares, b1 is out. guess I should post some screenshots now
Aye, that you should.
FIXITFIXITFIXIT we wanna play
yeah fix incoming, it will be fixed in the next 4 hours or I'm disqualified from the contest. pics coming soon as well
updated to b2, screenshots added
Damn man, this looks rather unique. I wonder how rocket jumpers are going to react to hitting those stalactites, hehe.
Gonna guess they're nonsolid.
yeah I turned off the collision on some of them. I don't think it will be an issue, it will be pretty intuitive which stalactite are solid and which are not. just don't worry about those and you will most likely be fine. if not well just say so
i feel like posting feedback and so i will the cave idea is cool and the water reflections are awesome but the disp walls look damn near fullbright and boring you should make them more interesting instead of being uniformly lit you could for example make blueish lights and yellowish lights for teamsides, make some shadow details especially from those constructionlights and make more darker ceilings for example because as i said the walls feel somewhat plain and fullbright
Final Aesthetics Score: 78
The jungle cave theme of Occult is unique and well executed. The central area is fantastic and there's a lot of detail here. You have light reflections from the water on ceilings, water dripping from the stalactites and tree roots sticking through the ceiling.
There are some issues with team colouring at present. Since all the floors and walls are grey, it's not as obvious which side of the map you're on. You have used some coloured stone walls, but there needs to be more of them. Using team coloured props would also help.
While the map is well lit, the lighting is very boring. It's underground, so it should be a lot darker since the only light is being cast by lamps and the hole in the roof of the middle area. You could create so much more atmosphere by changing the lighting.
Final Technical Score: 73
Got some red in the console when I booted the map; mostly props and particle systems that need your attention.
Framerate is good; wireframe was a little bit difficult to use without being blinded by the void, but everything seemed straightforward.
Clipping was pretty good. Players can get caught on some of the bricks that stick out of the wall.
imgur album with additional notes
b3 is out, so that's that
The finale is hella baller.
so rc1 is out! *celebration party*
Never heard of this map before. Can´t wait to try it out next gameday if it will be in it.
i like the theme
-complete re-artpass (new textures, new models, new lighting)
check out the map on the workshop http://steamcommunity.com/sharedfiles/filedetails/?id=468770640
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