Found the issue, there was a protruding edge still.
Download: koth_bagel_rc9b
Changelog:
-Fixed a protruding edge at mid
Account Details | |
---|---|
SteamID64 | 76561198002162558 |
SteamID3 | [U:1:41896830] |
SteamID32 | STEAM_0:0:20948415 |
Country | United Kingdom |
Signed Up | August 16, 2016 |
Last Posted | September 10, 2024 at 5:07 AM |
Posts | 149 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
Found the issue, there was a protruding edge still.
Download: koth_bagel_rc9b
Changelog:
-Fixed a protruding edge at mid
poyyippie
edit: bad news boss https://imgur.com/a/9R6eJVF
fuck!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
edit: is that on rc9 or rc9a? clipping there was indeed fucked on rc9
Download: koth_bagel_rc9a
Changelog:
-fixed a major clipping oversight at mid
poyteam colours the side houses
ok
Download: koth_bagel_rc9
Changelog:
-Detail changes to Houses and Jump Pads
theres just not many people out there approaching KotH design theory
it has a reputation as the mode for beginner mappers, and ppl have the idea that every koth map is just viaduct again, so once people get good at level design they tend to "graduate" from koth to other modes and when it comes to making competitive maps people are gonna gravitate to 5cp cause thats the more popular mode
uhh i mean its because im the best mapper
https://tf2maps.net/attachments/ss9-png.27726/
it used to literally be that shape but it sucked shit
nobody knows it crits buildings
nobody else has the koth design autism quite like i do
Went for option B based on feedback.
Download: koth_bagel_rc8
Screenshots of the new main detailing
Changelog:
-Modified capzone slightly to reduce accidentally jumping out of it at the edges
-Simplified some geometry above lobby
-Altered detailing in main to be more distinct per side
Ahh, that's an unintended consequence of intended behaviour. There's some jank set up to stop players capping on the barrels.
In retrospect, letting players cap on the barrels isn't a huge issue, but there is a question on how to fix it.
Currently, players leave the low capzone at the edges when jumping, making capping there feel inconsistent.
https://cdn.discordapp.com/attachments/1055714864284323941/1164150541216120892/image.png
Option A: Raise it to platform level, only preventing cap when high enough to stand on platform.
https://cdn.discordapp.com/attachments/1055714864284323941/1164150541581041735/image.png
Option B: Raise it only to just above barrel height, allowing capping on barrel unless the capper jumps.
https://cdn.discordapp.com/attachments/1055714864284323941/1164150541962711090/image.png
Personally, I find Option A more consistent, but I would prefer feedback before I push an update.
Spotted a missing beam at mid and got bothered enough by it to come back and make some more updates, mostly focused on making the house interiors more distinct from each other.
Download: koth_bagel_rc7
Screenshots of new house interiors
https://tf2maps.net/attachments/ss1-png.212654/
https://tf2maps.net/attachments/ss2-png.212655/
Changelog:
-redesigned house interiors to be more distinct (collisions are unaltered)
-fixed visual bug at mid
-added smooth collisions to a nook in yard
TF2Maps is having some server issues at the moment but hopefully this download still works.
https://i.imgur.com/1obhj8k.png
Download:koth_bagel_rc6
Changelog:
-Slight gameplay change to yard, exits are now slightly more physically separated by cover.
-Misc. detail improvements
-Added occluders in some key areas, which should help optimisation
As usual, please let me know if I fucked it up! I'm unlikely to update this map again otherwise.
Yo, it's almost been a year, what's the vibes? Was the map better before, or was the change a success?