KotH Probed RC2

First place winner of the Mercs vs Aliens Major contest

  1. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Update!

     
  2. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,225
    Positive Ratings:
    978
    A few notes from the HonC test:
    -There's a displacement seam right here:
    [​IMG]
    Just outside of Red spawn. There's actually another one just a bit ahead.
    -Add a medium medkit somewhere around here:
    [​IMG]
    All the health retreating from the point is really out of the way and small.
    -I thought you were supposed to be the master of clipping.
     
    • Thanks Thanks x 1
  3. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    My clipping could use a little more love on this map.

    Thanks for the feedback!
     
  4. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,225
    Positive Ratings:
    978
    Oh yeah, one more thing.

    The ramps leading up to the second floor of the building by the point are really, really narrow and they just feel sort of weird to walk through. Widen or open them up.
     
  5. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
  6. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,225
    Positive Ratings:
    978
    The one in the second screenshot on the first page, basically.
     
  7. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Gotcha. It's a leftover from when I had to cram it under the old ramp that went up. I'll overhaul it for the next update.
     
  8. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Updated, downloads in OP.

     
  9. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Updated, downloads in OP.

     
  10. Vel0city

    aa Vel0city Mission Impossible Spider

    Messages:
    1,866
    Positive Ratings:
    1,463
    Feedback time!

    [​IMG]
    Weird lighting is weird. It's not present on RED's side, only BLU's side is borked. Just look at the way both the lamp and the door are lighted.

    [​IMG]
    All these trees have some weird lighting going on. They're lit as if they're fullbright.

    [​IMG]
    Hole in the wall+some black bar that's not part of a texture. Invalid brush maybe?

    [​IMG]
    Again, black patch of nothingness. Again, invalid brush maybe?

    [​IMG]
    Something's blocking light, but it's not rendered. Same on BLU's side. Also, BLU's side has another prop here casting shadows, RED's side doesn't.

    [​IMG]
    Wall sticking trough roof displacements.

    [​IMG]
    Floor sticking trough ground displacements. Goes for both sides.
     
    • Thanks Thanks x 1
  11. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Yeah, turns out a semi-rotationally mirrored map is a huge pain in the ass to get right! Woo! Also, brushes at weird angles like to wig out, too!

    Thanks for the feedback.
     
  12. Pocket

    aa Pocket func_croc

    Messages:
    4,410
    Positive Ratings:
    2,163
    The door lighting is kind of unavoidable anyway if you want it to be dynamically lit. The spawn doors at final in Granary have a similar issue, from the inside, but at least it's an animated prop with what looks to be proper vertex lighting (which is weird because I thought Source didn't do that).
     
  13. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Well to be fair, I found a rogue light that was shining there.
     
  14. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
  15. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,225
    Positive Ratings:
    978
    Wrong thread.
     
    • Thanks Thanks x 1
    Last edited by a moderator: Aug 29, 2015
  16. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    I have no idea what you're talking about.
     
    • Thanks Thanks x 4
  17. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Updated to Beta 11, downloads in OP!

    Be sure to subscribe and favorite this on the workshop!
     
  18. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    Updated to RC1! Downloads in OP, I'll get some new screenshots up soon!

    Skipped posting Beta 12 here because it was just a quick test build, but here's my half assed changelogs anyway:
     
  19. Zed

    aa Zed Certified Most Crunk™

    Messages:
    1,225
    Positive Ratings:
    978
  20. Crash

    aa Crash func_nerd

    Messages:
    3,000
    Positive Ratings:
    4,325
    To answer in order:

    Whoops.

    Looks like I missed mirroring the clipping on that side for those props, the other side does have it.

    There wouldn't be a landing where the wall got blown out. I think it flows fine there.

    Yeah I suppose I was a little aggressive with that fade.

    Meh, I suppose I could clip it, but I can't see that area really being that high traffic.

    Whoops (I swear I fixed that.)

    I decided not to expand those side routes to limit that upper areas use a tiny bit. I don't want them to be super high traffic, and that's one way to stifle that a bit. Basically "working as intended."