Ylatsyrc

KotH Ylatsyrc A6

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,331
1,873
That's a... hmm... interesting map name. How do you pronounce it?
 

a freakin' knight

L3: Member
Jul 6, 2019
117
39
A2:

Added: crystals around the point. (dev textures)
Added: a wooden ceiling above the point. (Inaccessible)
Added: more cover in the middle of the map.
Added: more lighting around the map.
Added: the ability to jump to the high ground on the point as any class.
Added: a medium ammo pack near the point.
Added: death signs on the main land for the pit.
Added: more arrows that lead towards the point.
Added: 3 spectate cameras for each team.
Added: chicken wires to the ground in tunnel that leads to the highground on the point, so that theres more light and you are able to see other players trying to go through the tunnel.
Removed: The platform in the death pit.
Removed: the collision on ground light props.
Changed: the death pit texture.
Changed: configurations of the sun_environment.
Changed: the position of the point. It is now on a low ground.
Changed: the position of the player clip ceiling. It is now higher.
Changed: the high ground near the point. It is now lower.
Fixed: the ability to jump behind 3 of the barriers near the death pit.

Theres probably a few things that i forgot to include in this changelog but whatever.

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Last edited:

a freakin' knight

L3: Member
Jul 6, 2019
117
39
A3:

Added: playerclips to 4 of the crystals on the point so people wont get stuck when they jump on them.
Added: a new route that leads to the death pit
Added: something in the middle of the map to help block sightlines.
Added: a house to the courtyard area, it has a full ammo pack in it.
Removed: the cliff flank. Including the 4 routes that were connected to it.
Changed: the amount of light on the point.Theres a lower amount now. I did this to fix a error.
Changed: the courtyard. It is flat now.
Changed: the tunnel that leads to the highground on the point. The top is a bit more flat. And the ramps are a bit more wide
Changed: Raised the big area from the cliff to the point.
Changed: the ammo box near the point, it is now in the area that got raised to the point. It is also a full ammo box now instead of medium.
Fixed: the ability to build on one of the top areas.

Probably forgot to include a few things but whatever.

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a freakin' knight

L3: Member
Jul 6, 2019
117
39
A4:

Added: a new flank that goes to the large area in the middle of the map.
Added: a full health pack in the large area thats in the middle of the map.
Added: more arrows that point towards the point.
Changed: some HDR stuff. (Bloomscale, Exposuremin & max, Tonemaprate.)
Changed: the spawn room doors. They are slightly larger now.
Fixed: the capture zone markers being invisible. (?)
Fixed: some player clips.
Fixed: some other very small things that don't need to be mentioned.

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a freakin' knight

L3: Member
Jul 6, 2019
117
39
Added: more crystals.
Added: more optimization.
Changed: the point. It is now on a even lower ground.
Changed: the cliff area. The middle part is now a high ground. The middle part is also a bit smaller.
Changed: some walls. They are now higher to show that you can't jump on them.
Changed: some other very small things that don't need to be mentioned.

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a freakin' knight

L3: Member
Jul 6, 2019
117
39
A6:


Added: light to the crystals. (Not the crystals on the point)
Changed: the sun_env properties to make the map brighter.
Changed: the cliff area. It is now further away from the point.
Changed: some other very small things that don't need to be mentioned.
Fixed: some very small things that don't need to be mentioned.

Note: Yes the crystals are a func_detal. Please stop worrying about the fricking crystals.

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