Synthetic

KotH Synthetic rc6a

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
-clipped some edges and closed off that odd spot on top of the barrels under the big pipes by mid
-changed detailing to use more uniform details on blu side as well as try to make it feel more farm like
-slightly changed lighting to help with shadows
-edited displacements to lower the amount of flower sprites throughout the map so it's not so ridiculous looking

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YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
620
556
Congratulations on hitting release candidate! Its a difficult decision to make (officially going rc1), but I'm sure synthetic will rise to the top!
 

ics

http://ics-base.net
aa
Jun 17, 2010
841
543

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
-changed geometry around mid to open it up more and give more interesting high ground in an attempt to make the point stronger
-changed indoor mid side areas (nicknamed garage) to be less advantageous in an attempt to make players want to be on point instead of in those areas to hold mid
-minor detail changes
-edited environmental lighting
-changed skybox clouds to use func_rotating now that it's working in game

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
Big thanks to Alto and his crew for testing, feedback, and suggestions

-moved doors to garage at mid
-lowered indoor garage area beside the point to make sniping from one garage to the other less powerful
-edited underground flank to fit the new garage layout
-fixed some lighting issues
-fixed some clipping issues
-detailing
-blocked more sniper sightlines that let him cover both exits from the opposing teams 1st transitional building by standing at the top of the stairs from the tunnel flank.
-Switched which window is open and closed for the upper room at mid
-removed barrel props to get up to upper room at mid and replaced it with a more substantial structure
-fixed some block bullet issues

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