piluke
Account Details
SteamID64 76561198062451648
SteamID3 [U:1:102185920]
SteamID32 STEAM_0:0:51092960
Country United States
Signed Up October 30, 2016
Last Posted May 14, 2017 at 12:17 PM
Posts 16 (0 per day)
Game Settings
In-game Sensitivity 3.5
Windows Sensitivity
Raw Input 1
DPI
 
Resolution
1920x1080
Refresh Rate
60hz
Hardware Peripherals
Mouse Mionix Naos 7000
Keyboard Logitech G710+
Mousepad  
Headphones Audiotechnica M50x
Monitor AOC I2269VW
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#19 cp_prolands in Map Discussion

Just a couple notes about clipping and spots where you shouldn't be able to stand: http://imgur.com/a/nJzlN

posted 5 months ago
#26 koth_dam in Map Discussion

Thanks Tmbr, I thought about connecting them but leaving them disconnected makes it more viable for teams to repush from balcony.

As for the point, it seems that the capture zone decals still don't work with fps configs :( I guess I'll just make them into small brushes.

posted 5 months ago
#24 koth_dam in Map Discussion

Thanks for all the feedback Linker!

Since this is alpha, I'm not worrying too much about the textures right now. I mainly just use them because I find dev textures a bit boring. When I move to beta, I plan to make everything much more visually pleasing and green/overgrown.

posted 5 months ago
#22 koth_dam in Map Discussion

This version has some pretty significant changes and I'm prepared to stay in alpha for a bit longer to iron out the reblocked areas. Some of these changes weren't exactly necessary but I thought they'll make it feel better to play on.

Direct Download

Changes:

  • Changed to rotated symmetry
  • Lowered light brightnesses a bit
  • Moved the brick house forward a bit
  • Added some height variation inside the brick house
  • Swapped the stairs and choke positions on the main building
  • Rearranged rollout areas
  • Added a new rollout option to the left which leads to the gravel dump
  • Increased gravel dump height
  • Temporarily removed 3D skybox
  • Added doorway between the gravel dump and the main building
  • Removed the flank under point
  • Simplified some geometry
  • Reduced visleafs
  • Fixed capture zone decals for people with fps configs (hopefully)
  • Added a slope to the small hp and ammo under point
  • Removed railing on the upper catwalk

a12 pics:

Show Content
posted 5 months ago
#21 koth_dam in Map Discussion

First official scrim: http://sizzlingstats.com/stats/512118

Main notes:

  • Flickering skybox
  • Long sniper sightline from catwalk to rollout
  • Point is too easy to hold onto
  • It's too easy to flank, especially for scouts
  • Moderately fun but gameplay is a bit chaotic and unbalanced
  • Some people don't like the symmetry
posted 7 months ago
#20 koth_dam in Map Discussion

Here's some soap dm spawns for a11 if anyone cares lol

"Spawns"
{
	"red"
	{
		"Control House Red"
		{
			"origin" 	"1049.985718 -225.840378 244.031311"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Radar House Red"
		{
			"origin"	"1236.628540 29.043495 276.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Overview Red"
		{
			"origin"	"637.188538 501.450745 404.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Upper Catwalk Red"
		{
			"origin"	"409.242065 -996.590088 372.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Truck Red"
		{
			"origin"	"1224.254517 -1232.037109 224.418304"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Control House Blu"
		{
			"origin"	"-240.356781 1048.124146 244.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Radar House Blu"
		{
			"origin"	"29.034904 1187.728516 276.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Overview Blu"
		{
			"origin"	"505.297668 669.661926 404.031311"
			"angles"	"0.000000 -180.000000 0.000000"
		}
		"Upper Catwalk Blu"
		{
			"origin"	"-993.499329 470.845215 372.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Truck Blu"
		{
			"origin"	"-1194.648682 1252.642944 233.866211"
			"angles"	"0.000000 -90.000000 0.000000"
		}
	}
	"blue"
	{
		"Control House Red"
		{
			"origin" 	"1049.985718 -225.840378 244.031311"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Radar House Red"
		{
			"origin"	"1236.628540 29.043495 276.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Overview Red"
		{
			"origin"	"637.188538 501.450745 404.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Upper Catwalk Red"
		{
			"origin"	"409.242065 -996.590088 372.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Truck Red"
		{
			"origin"	"1224.254517 -1232.037109 224.418304"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Control House Blu"
		{
			"origin"	"-240.356781 1048.124146 244.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Radar House Blu"
		{
			"origin"	"29.034904 1187.728516 276.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Overview Blu"
		{
			"origin"	"505.297668 669.661926 404.031311"
			"angles"	"0.000000 -180.000000 0.000000"
		}
		"Upper Catwalk Blu"
		{
			"origin"	"-993.499329 470.845215 372.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Truck Blu"
		{
			"origin"	"-1194.648682 1252.642944 233.866211"
			"angles"	"0.000000 -90.000000 0.000000"
		}
	}
}
posted 7 months ago
#19 koth_dam in Map Discussion

Thanks again Tmbr!

The point design is still under development and is likely to change by the time I reach beta.

There was bound to be something wrong with the new lighting, so thanks for letting me know :)

posted 7 months ago
#17 koth_dam in Map Discussion

Thanks heks! I agree and hopefully I'll have most of those fixed in the next version :)

posted 7 months ago
#15 koth_dam in Map Discussion

I fixed a lot of minor issues in this version which should make the map more comp-ready.

Direct Download

Changes:

  • Widened map a bit
  • Moved the spawns further from point
  • Fixed spawns to allow 16 people on each team
  • Replaced all previous lighting with proper lighting
  • Made the nipple on point thinner
  • Added some displacement along rollout
  • Fixed single-step transitions
  • Added a flank where the dumpsters used to be
  • Added better roofs to signify out-of-bounds areas
  • Added some minor detailing around point

a11 pics:

Show Content
posted 7 months ago
#14 koth_dam in Map Discussion

Hyce, I blockbulleted most slopes since I have first-hand experience with that. Anything that I accidentally used clip on will be fixed in a11 which I hope to release by the end of the week.

Thanks skaznik lol

posted 7 months ago
#5 Help with demo files in Q/A Help

That's still a demo file, you just set it to open with notepad++ by default.

posted 7 months ago
#11 koth_dam in Map Discussion

Thanks Tmbr! It seems like there are a couple issues with your TF2 as I have clipped all of my stairs appropriately and I have placed the standard capture zone outline. The next version will include a wider door on that upper area and a flank by the dumpsters. Also I plan to improve the roofs a bit in an upcoming version.

Edit:
It appears that enabling r_drawclipbrushes doesn't show blockbullets which I used for most slopes.

posted 7 months ago
#8 koth_dam in Map Discussion

Thanks Hyce! The skybox and extra step issues should be mostly resolved in version a11 which I've been working on for about a week.

posted 7 months ago
#3 koth_dam in Map Discussion

Thanks, I honestly forgot about that when I was making the map since I don't play much soldier. It hasn't seemed to be much of an issue in testing so far but if necessary I can always change it to rotated symmetry.

posted 7 months ago
#1 koth_dam in Map Discussion

Hey guys, I've been working on a comp-oriented koth map for the last couple months. This is my first map and its still very much in development so please, give as much feedback as necessary.

I plan on staying in alpha as long as necessary to work out all of the issues. Within the next couple of weeks I'm hoping to get some scrims run on the map. If you have a scrim on this map, please send me the stv/demo to review!

Most recent version (a12):
TF2Maps.net
Direct download

a12 pics:

Show Content

old a11 pics:

Show Content

old a10 pics:

Show Content
posted 7 months ago
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