Katsu Door
There is an a20b version, where we're testing some very minor changes on last, the door is fixed here in case its an eyesore.
Account Details | |
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SteamID64 | 76561198078264231 |
SteamID3 | [U:1:117998503] |
SteamID32 | STEAM_0:1:58999251 |
Country | Sweden |
Signed Up | January 2, 2016 |
Last Posted | March 29, 2023 at 4:40 PM |
Posts | 128 (0 per day) |
Game Settings | |
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In-game Sensitivity | 0.98961 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
600 |
Resolution |
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Hardware Peripherals | |
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Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
Katsu Door
There is an a20b version, where we're testing some very minor changes on last, the door is fixed here in case its an eyesore.
Much like a18, this is mainly a cosmetic change to second. Last and lobby are yet to be detailed and textured as I'm waiting for better gameplay testing before I start detailing there too much. There is some really janky lighting on second but I'm ignoring that for now.
Mid
- Small cosmetic changes
Second
- Now detailed and textured (mostly)
Last
- Small pack behind the point
- Bottom left changed slightly
- Adjustments to some awkward alignment of walls
General
- Hopefully more optimized
ainosmall invisible wall here on mid that makes rocket jumps worse
Afaik, this is a consequence of how hitboxes and diagonal walls interact, unfortunately.
Thank you to ozfortress for playing my map in a cup, I got some great suggestions on what to do with last, which is the focal point of this update.
Mid
- Nothing noteworthy
Second
- Grass/Wax/Lower all the way to taiwan/sewer is now much smaller in width and depth, and the floor has been raised
- Capzone on top of the tower has been removed
- The tunnel in lower lobby is gone, that entrance now connects near the shutter (similar to badlands).
Last
- The entire last is now along the grid and no longer diagonal
- Left stair to high ground near main has moved forward
- Tunnel is gone; that entrance now resembles a mix of badlands lower left and gullywash river
- The wall behind the point has changed
- The left stairway behind point is much more spacious
- Walls for cover resembling that of utopia added in front of the point
- Dev textures still devy but a little less devy
General
- Cosmetic changes like vines and some more fog
I have run out of ideas for gameplay changes and thus this update is mostly cosmetic. The "new" last still needs proper testing but beyond that, I'm feeling somewhat satisfied with how the mid and 2nd play.
Mid
- Added a small wall to section off high ground and low ground
- Changed the windows above choke
- New geometry in choke, medics can now reach dropdown (barely)
- Cosmetic changes to choke, flank, and some minor stuff on mid
Second
- Bridge and spire changed place
- Cosmetic changes
Last
- Main door changed
- Spawn doors are slightly further forward and doors beyond that are slightly wider
- Point moved back just a little
Changes are meant to hopefully address all the feedback I got so far from the cup on entropy and subbase from the players. Thanks to everyone who put their two cents in.
Mid
- Scout can once more reach dropdown
- Fixed some awkward grass
- The top door on the flank can no longer be reached by medics from mid
- Choke wider
Second
- Changed ramp to river to be rubble
- Forward door now a big shutter
- Added a wall in river with some boxes
Last
- Cleaned up lobby making it more flush
- Raised ceiling in bottom lobby
- High ground entrance on last extended to reduce spam
- Removed one of the stairs to high ground behind the point
- Added some geometry and props to use in fights
- Cap time reduced
- Capzone extends to the hazards
- Bridge widened
- Additional bridge was added behind the wall behind point
- Vent/tunnel moved to the back of last
- Doors for spawn made similar to gully/sunshine
- Right side (defender's perspective) has been made bigger.
Mid
- Changed the hut by the exit of flank
- Changed Z/connector to flank
- Ramp on the flank is steeper making some new jumps possible
- Smoothened out some bumps
- Dropdown less accessible to scouts
Second
- Fewer splashbugs
- Frogs
Last
- New door in to last (similar to the old vent)
- Smoothened out some bumps
General
- Rough soundscapes (will change soon)
- Fog
- Shadows
- Slightly more optimized (hopefully)
- All caps take longer
yllen live now with the draft
Edit: Draft is done, teams are as follows:
https://i.gyazo.com/ece2db6f5682b164f8cc38dcb216a629.png
Bracket updated with first games for tomorrow using a random seed
Draft will be tomorrow @20:30 CET.
DoughyWould be cool to see the draft on stream, and also who is planned for each class. Also is good for the players since you know if people have shown up or not and if you need subs to come in.
I assume draft is happening directly before first matches anyway.
The draft will be on either Friday or Saturday before the games. We are waiting for the last captain to confirm and then we should be all set.
I can stream the draft, ill notify in advance.
Players are (might slightly change):
DropKnockAnyone streaming it? both maps are pretty cool
Dummtm is cooking something up I believe.
yllen and I will be hosting a draft cup with prem/div 1 players partaking to playtest Subbase and Entropy, both of which are in alpha.
The cup will be held on Saturday and Sunday, starting at 19:00 CET. Format and schedule can be found here.
Prizes are
1st - 12 keys
2nd - 6 keys
Expect an update later this week with the drafted teams.
Grass was rather empty which was a simple fix and substantial enough of an issue to deserve a quick change.
Second
- Some geometry added to grass
- Small pack moved off the spire onto the low ground under the bridge
- Ramp on the flank made steeper to make some jumps possible
- Outpost made for a roamer in river/diag/aleppo
- Collapsed ceiling
Last
- Window to lobby removed
Mid
- More spacious low-ground
- Nipple less accessible for scouts
- Larger capzone
Second
- Added valley-esque area between the balcony and point for more verticality
- Completely changed the spire
- Larger capzone
- Changed the balcony to lobby
- Monorail/aqueduct removed
- Ammo packs
General
- More optimization