Product

KotH Product final

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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,716
Changelog - koth_product_rc9

-fixed pomson, bison and wrap assassin projectiles being blocked by the middle connector.
-prevents wallbugging above "concrete" houses for information
-other minor adjustments

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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,716
Changelog - koth_product_final

- adjusted cap zone to better match visual indications
- fixed asymmetries related to mid
- fixed undefined spawn wave times before first capture (set to 6sec)
- changed spawnpoint order to prevent penalizing loadout changes
- fixed pickups being blockable by teleports
- fixed incorrectly clipped nook on japan
- redesigned connector with equivalent geometry that prevents splash issues
- improved rock collision models
- improved roof clipping around secondary spawn exit
- improved clipping around triple windows
- other minor clipping improvements
- improved bot behavior
- improved soundscapes
- improved lighting
- adjusted prop fade distances

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fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,716
As you may or may not know, competitive players can sometimes obsess over the smallest details of a map. For this final version, a lot of effort has been made to help players visualize the various invisible secrets the map holds. I've developed a fair amount of new mapping tech to be able to see the map like never before. On this release, you'll find familiar console commands that now have new functionality, and new commands driven by map logic. Product has always been a defining map in terms of competitive map making best practices and continues to innovate to this day.

r_drawclipbrushes 2
Displays clip brushes, now also displays blockbullet brushes as well as grate materials that allows splash (clip: fuschia, blockbullet: purple, grate: red).
N7TirD8.jpg


map_showspawnpoints

Displays the location of spawnpoints, now using the height of the spawnpoints to indicate the spawn order (lowest to highest).
rWwfG5O.jpg


showtriggers_toggle

Displays various trigger volumes, now with different textures for the various types of triggers (trigger_capture_area, func_nobuild, func_nogrenades, etc...).
Dg35gWv.jpg


ent_fire vis_disp toggle

Displays displacements with a tint to represent their solidity (blue: not solid to players and projectiles).
hiRgGGu.jpg


vcollide_wireframe 1
Displays the collision model for props (unchanged).

ent_fire func_illusionary kill
Removes various non-solid geometry from the world for disambiguation (unchanged).
 
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