PD Waterlog A8

PD with water!

  1. 14bit

    aa 14bit L14: Bit Member

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    Last edited: Aug 26, 2019
  2. 14bit

    aa 14bit L14: Bit Member

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    It's now called waterlog!
    • Added tf_glow signs that light up when the points are open
    • Lowered point A
    • Prevented players from blocking the doors on A
    • Prevented players from hiding inside A while it is closed
    • Fixed players getting stuck on/in/blocking the trap doors
    • Reworked center building
    • Changed some heath and ammo
    • Fixed a broken resupply locker
    • Added spectator cams
    • Light detailing

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  3. Harritron

    Harritron L4: Comfortable Member

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    Pyroshark Heaven
     
  4. 14bit

    aa 14bit L14: Bit Member

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  5. 14bit

    aa 14bit L14: Bit Member

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    • Added further measures to push players off of the inside ledge of Point A while closed
    • Texturing pass has begun
    • Minor detailing
    • Clipping improvements
    • Removed some ammo packs to combat mini sentry spam

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  6. 14bit

    aa 14bit L14: Bit Member

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  7. 14bit

    aa 14bit L14: Bit Member

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    • Optimization pass
      • The whole map no longer renders at once
      • Let me know how I did on this, I'm not sure it's good enough yet
    • Clipping improvements
    • Added ramps to the side doors near the top of the map
      • This eliminates the need to jump up into the building when approaching from the sides
    • Lowered the score limit
      • 4 points are added for each player in the match (down from 5), lowering the maximum needed to win to 106 points (down from 130)
    • Added announcer voice lines when the points open

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  8. EArkham

    aa EArkham Necromancer

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    Oh wow, this came along quite far since the first time I saw you working on it on stream. Looking pretty slick.
     
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  9. 14bit

    aa 14bit L14: Bit Member

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    • Fixed some missing clipping that could allow players to get out of bounds
    • Fixed some mirroring inconsistencies with the rock props
    • Improved lighting in some locations
    • Added a new ramp up from lower to the side platforms

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  10. 14bit

    aa 14bit L14: Bit Member

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    • Added a player launcher to the Open/Close logic for B
      • This should finally prevent players from getting stuck between the doors when they close
    • Added some shacks below A
    • Greatly improved signage around the map
    • Improved lighting
    • Slight optimizations

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  11. 14bit

    aa 14bit L14: Bit Member

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    • Reworked countdown indicators on the HUD
      • A stopwatch will be shown next to the countdown at the start of the round, before the randomly-chosen first point opens. Afterwards the HUD will function as follows:
      • An up arrow appears on the HUD when A is opening next
      • A down arrow appears on the HUD when B is opening next
      • Letters are still show when the points are open
    • Added launch pads to the pit below A
      • These launch players up onto the point when it's open
      • When the point is closed, players get dunked though the open hole where the point usually is
    • Removed doors around point A
    • Added splash effects when players get dunked at point A
    • Increased water depth underneath both points
      • These areas are now deep enough to put out fire
      • These areas are also now deep enough to hide sentries
    • Stickies, Mad Milk, Jarate, and other projectile-based items now correctly collide with/stick to both control points
      • As a trade off, engineer buildings can no longer be built on either point
      • Sticky bombs will remain in mid-air after the doors re-open. If anyone knows how to make them fall or destroy them, let me know
    • Improved clipping
    • Probably other minor things I forgot
    I'll redo the spawns next if they are still having issues

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  12. 14bit

    aa 14bit L14: Bit Member

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    • Increased launch pad power to be more consistent
    • Increased lighting on the launch pads to make them more visible
    • Fixed players getting stuck in the ground when the floor drops away on the points

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