Final
I'm calling it quits, but not without a proper sendoff to the longest running KOTH map in tf2 history.
This is mostly a cleanup of leftover things. A couple meaningful changes, but mostly polishing up small details, as well as some cool new innovations.
Download: https://tf2maps.net/downloads/product.1063/download?version=30965
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=454272353
Changelog:
- adjusted cap zone to better match visual indications
- fixed asymmetries related to mid
- fixed undefined spawn times before first capture
- changed spawnpoint order to prevent penalizing loadout changes
- fixed pickups being blockable by teleports
- fixed clipped nook on japan
- redesigned connector with equivalent geometry that prevents splash issues
- improved rock collision models
- improved roof clipping around secondary spawn exit
- improved clipping around triple windows
- other minor clipping improvements
- improved bot behavior
- improved soundscapes ~chirp, chirp~
- improved lighting
- adjusted prop fade distances
More than meets the eye!
For this final version, a lot of effort has been made to help players visualize the various invisible secrets the map holds. I've developed a fair amount of new mapping tech to be able to see the map like never before. On this release, you'll find familiar console commands that now have new functionality, and new commands driven by map logic. Product has always been a defining map in terms of competitive map making best practices and continues to innovate to this day.
r_drawclipbrushes 2
Displays clip brushes, now also displays blockbullet brushes as well as grate materials that allows splash (clip: fuschia, blockbullet: purple, grate: red).
https://i.imgur.com/N7TirD8.jpg
map_showspawnpoints
Displays the location of spawnpoints, now using the height of the spawnpoints to indicate the spawn order (lowest to highest).
https://i.imgur.com/rWwfG5O.jpg
showtriggers_toggle
Displays various trigger volumes, now with different textures for the various types of triggers (trigger_capture_area, func_nobuild, func_nogrenades, etc...).
https://i.imgur.com/Dg35gWv.jpg
ent_fire vis_disp toggle
Displays displacements with a tint to represent their solidity (blue: not solid to players and projectiles).
https://i.imgur.com/hiRgGGu.jpg
vcollide_wireframe 1
Displays the collision model for props (unchanged).
ent_fire func_illusionary kill
Removes various non-solid geometry from the world for disambiguation (unchanged).
[h]Final[/h]
I'm calling it quits, but not without a proper sendoff to the longest running KOTH map in tf2 history.
This is mostly a cleanup of leftover things. A couple meaningful changes, but mostly polishing up small details, as well as some cool new innovations.
Download: https://tf2maps.net/downloads/product.1063/download?version=30965
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=454272353
[code]Changelog:
- adjusted cap zone to better match visual indications
- fixed asymmetries related to mid
- fixed undefined spawn times before first capture
- changed spawnpoint order to prevent penalizing loadout changes
- fixed pickups being blockable by teleports
- fixed clipped nook on japan
- redesigned connector with equivalent geometry that prevents splash issues
- improved rock collision models
- improved roof clipping around secondary spawn exit
- improved clipping around triple windows
- other minor clipping improvements
- improved bot behavior
- improved soundscapes ~chirp, chirp~
- improved lighting
- adjusted prop fade distances
[/code]
[h]More than meets the eye![/h]
For this final version, a lot of effort has been made to help players visualize the various invisible secrets the map holds. I've developed a fair amount of new mapping tech to be able to see the map like never before. On this release, you'll find familiar console commands that now have new functionality, and new commands driven by map logic. Product has always been a defining map in terms of competitive map making best practices and continues to innovate to this day.
[b]r_drawclipbrushes 2[/b]
Displays clip brushes, now also displays blockbullet brushes as well as grate materials that allows splash (clip: fuschia, blockbullet: purple, grate: red).
[img]https://i.imgur.com/N7TirD8.jpg[/img]
[b]map_showspawnpoints[/b]
Displays the location of spawnpoints, now using the height of the spawnpoints to indicate the spawn order (lowest to highest).
[img]https://i.imgur.com/rWwfG5O.jpg[/img]
[b]showtriggers_toggle[/b]
Displays various trigger volumes, now with different textures for the various types of triggers (trigger_capture_area, func_nobuild, func_nogrenades, etc...).
[img]https://i.imgur.com/Dg35gWv.jpg[/img]
[b]ent_fire vis_disp toggle[/b]
Displays displacements with a tint to represent their solidity (blue: not solid to players and projectiles).
[img]https://i.imgur.com/hiRgGGu.jpg[/img]
[b]vcollide_wireframe 1[/b]
Displays the collision model for props (unchanged).
[b]ent_fire func_illusionary kill[/b]
Removes various non-solid geometry from the world for disambiguation (unchanged).
thank you for making my fav map in the game
thank you for making my fav map in the game
Thank you Fubar for everything you've done, you've put in so much time and effort into this version and we as a community are lucky to still have you around to update the map.
Congratulations!
Thank you Fubar for everything you've done, you've put in so much time and effort into this version and we as a community are lucky to still have you around to update the map.
Congratulations!
congrats on making the best map
thanks for all the fun times ツ7
congrats on making the best map
thanks for all the fun times ツ7
- fixed undefined spawn times before first capture
huge
[quote]- fixed undefined spawn times before first capture[/quote]
huge
Absolute king shit. God bless ya
Absolute king shit. God bless ya