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koth_viaduct_pro7 released
Created 23rd April 2015 @ 18:03
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koth_pro_viaduct6 hell yeah you heard it boys.
edit: nvm title got changed
Last edited by HartzFartz,
nevermind the mapfile was still different than the title name, misread
Last edited by Bloodis,
Quoted from Bloodis
nevermind the mapfile was still different than the title name, misread
fixed
oops
looks nice but what we will play on week 6 hl?
Pro Viaduct is becoming more and more of a staple competitive map. I can’t really think of a KOTH map that well-suited for every class at once. Maybe the smaller fence will lower the OP-ness of Sniper on the map a bit. Now we just need to ban Loch’n’Load and it will be perfect *cough*.
Great job!
And I have to say, that is a lovely easter egg. Simple, but fun :)
Last edited by Selek,
Quoted from Selek
Pro Viaduct is becoming more and more of a staple competitive map. I can’t really think of a KOTH map that well-suited for every class at once. Maybe the smaller fence will lower the OP-ness of Sniper on the map a bit. Now we just need to ban Loch’n’Load and it will be perfect *cough*.
Great job!
And I have to say, that is a lovely easter egg. Simple, but fun :)
gone in next version because people didn’t like the secret room stuff, there’ll be something else I’m assured though
http://fakkelbrigade.eu/maps/koth_viaduct_pro7.bsp
pro7 out already lol
changelog (probably missing stuff as always because me and fubar are bad at this)
some hiding spots have had shadow bleed entirely fixed to minimise fps cfg disadvantage (eg: the one giraffe asked about removing the metal sheet from before)
stickies no longer poke through the metal sheet at china
the hidden room was removed (YOU DID THIS)
texture-seaming on cliff has been significantly improved (much less ugly lighting)
lighting indoors has been slightly (probably not very noticably) improved
as always, lots of clipping, map holes etc have been fixed
the rocks behind either side of point have had ‘hitbox’ improvements
known bugs (we can’t fix them before release as fubar is gone for a while :<)
pixelwalk near cliff still exists
clipping on box near point kinda sucks atm
outside background detail that benroads suggested (can't be done with major changes but I'll note it anyways)
http://puu.sh/hqa8s/3814469a07.jpg
part of the cliff texture disappears where clipping was fixed if jumping
prop draw distance is wrong
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498418/C2C7FBA323DDE86B4717BAE09BC7FDF65B3A25E8/
tiger mafia: http://images.akamai.steamusercontent.com/ugc/716413223224498952/B1CDFFD26119F6FBD5394D0905AD9B9BE58BFB8F/
Please fix the announcer, I’m tired of not being notfied when my team caps or loses the point.
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