Raketa

KotH Raketa a24_fix

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-connected underground below the point
-remade pretty much all of the pickups and added more ofc
-altered spawn to be closer
-added a building to mid to cut sightlines
-added rocks to mid to cover up some space
-added a flank route to mid
-im too lazy to add screenshots this time
-fixed "my poor medic head!"


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-clipped a fence near spawns
-added some cover to spawns
-removed the low roof from the connector building
-removed pickups below cp
-moved cp away from the edge
-used old cp area to connect the upper and lower section of the level


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-converted some of the small healthkits to medium packs (didn't add nor remove any of the existing pickups), former pickup situation vs current:
Health (a1-a3t)

Small
6x
Medium 2x
Full 2x

Health (a4)

Small
4x
Medium 4x
Full 2x

Ammo (a4)
, doesn't get touched in this update

Small
2x
Medium 4x
Full 2x

10x Health pickups + 8x Ammo pickups, 18x pickups total
-added a few but prob enough fencing to the cliffside to cover the area from airblasting
-fixed hazard stripes around cp
-altered size of cap zone
-fixed clipping of the wide well doors
-reduced steepness of the ramps going from underground to cp (made them longer)
-increased range of far z clip plane to 420(0) cuz why not


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-reduced height of the trims in mid so players wouldn't bump on them
-reworked mid, removed rocks added some sheds n fences

(im probably spending the late alpha updates on refining the cap, more props n' stuff will be included in beta i guess)

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-added a building to mid's pit side to sorta coverup sightlines, also i thought the open ramps looked lame
-increased height of mid connector building roofs to be visually more clear with the clipping
-readded sky_soft as skybox texture
-changed shape of cap area to some extent
-removed the point from the top of the rocket, moved it to ground level
-sorta readded rocks to mid, they still change the layout a bit but mainly used for visuals
-added fencing near the new rocks to show the borders
-added autumn trees by @Void cuz why not
-added a statue of our lord and savior to the top of mid in the cliff


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-dropped the sheds down a little bit to allow people to go on top of them in mid
-removed old accessible roof on the pit side (clipped) and raised the roofs
-fixed lighting in some places
-and some other stuff
-added a bunch of windows to give attackers info
-added props n stuff
-changed several health pickups from small to medium
-b1 is next update i swear
b1.png


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
probably shouldnt release an update without checking it in game, got tortured by my lighting
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-raised trigger_hurt by like 1000 hu or so to speed up the dying process
-clipped glass below rocket
-added placeholder brushes to "hold" the rocket in the point for now, to sort of serve as a blockbullet for any projectiles going at the rocket pit
-removed some of the rock thingies in mid, most importantly removed their clipping so mid feels more open, also threw a fence next to it


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
-remade a bunch of stuff of the core layout to play out better for koth
-reduced the height of the pit by a lot
-tweaked the cliffside path and got rid of the lowered height to
reduce the height difference between the cap area and the cliffside
-removed rocket and made new cap
-reworked on mid "tower" to fit the cliffside path
-lowered func_nobuild
-removed underground path completely to improve gameplay flow
-added a few trees to the gameplay area (removed the unnecessary ones out of bounds
-rooftops that are accessible by any class have no func_nobuild
-combat should now actually focus around the point instead of having paths lead to the other spawn lol


Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
Cerise - A10 Changelog

-removed unneccessary barrier in mid's ramp from cliff to point
-removed trees from gameplay space
-removed cliff side building to cut the sightline and keep the gameplay focused on the cap
-raised spawn fences a bit to make it clear that it's blocked off
-removed clutter from main route and made it simpler to enter from spawn area
-fixed spawndoor triggers' that made it possible to open through a corner due to clipping
-removed prop clutter from cliffside
-lowered point's hazard tapes to 1 hu thickness
-made the capture trigger way smaller than it needs to be
-made the off-limit cliff more pleasing with rock textures
-removed func_nobuild over small sheds on cap
-added a new mid building on the off-limit cliff section (where the old one-way building was located)

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
Cerise - A11 Changelog

-removed boxes on cap that give direct access to cliffside shed roofs
-fixed texture color on cap sheds to grey instead of blue
-made cliffside mid structure out of bounds
-added fencing in mid to cover direct sightlines to spawns from safe positions (this shouldn't obscure the flow of movement that much)
-cliffside ramp is a bit steeper now to match up with the new barriers
-removed the bridge on mid's tunnel
-shifted the side resuuply cabinet closer to the door
-made the full healthkit safer to get
-added a new sign next to the healthkit, courtesy of @Berry (oWo pack)
-added a new connector doorway to mid connectors to make it easier to rotate to the routes from spawn
-made most of the mid staircase off bounds to cover up sightlines
-changed spawn ramp to make it simpler to go to the point instead of looping from the side ramp
-removed clipping from the spawn fencing and lowered it to make it possible to cross
-new optimization aside the original geometry optimization; added areaportals to separate buildings from the exterior level
-added team signs to mid to differentiate the sides

Read the rest of this update entry...
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,023
Cerise - A12 Changelog

-moved pickups close to spawn towards the centre and balanced the existing pickups
-tweaked the wide path a bit to cover a long sightline
-lowered "jump fence" to level with the wide door
-tweaked the ramp in tunnel
-dropped capture time by 1/4 (12 s --> 9 s)
-widened the tunnel
-extended cap under the balcony
-added a new route on the opposite side of the death pit cliffside, opening up the area
-changed spawn to fit the new route approriately

Read the rest of this update entry...