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Breach 



Map Version: Alpha 
Type: KotH
Released: 06-24-2012 
Last Update: 07-23-2012 
C00Kies
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Default Breach

*Re-posting it after the site reset (not a contest map)

Koth Breach takes place along an alpine dam. Red's cold storage facility built in the mountain side and Blu's power plant are fighting for the control of the central Turbine.


Changelog

KOTH_MOUNTAIN_BREACH

================================================== ================================================== ================
A1:

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
A2:
Fixed rock spire to cut down on sightlines
Lowered health on point from Med to Small
Hightened battlements drop down to allow pyros to detinator jump
Opened one glass window in the battle ments
A2v2:
Continued to work on rock spire
Made the rock spire and instance
Prevented engineers to build in their spawn
A3:
Fix all the buggs from A2versions to make a solid map
Made capping on the point's roof
Started removing corrugated shields on and around the point
Increased hight limits on mid
A4:
Basic optimization
A5:
Moved spawns forward to decrease distance to hill
separated the spawn yeard, adding a new path
Clipping
--------------------------------------------------------------------------------------------------------------------
Initial Release (June 10)
--------------------------------------------------------------------------------------------------------------------
A6:
Now koth_breach (subject to change on later versions)
Changed No_entry clips
Fixed signage (hopefully more User friendly)
A7:
A little more optimization (mostly leeks)
Opend up the capture zone
Made light changes at mid which show if the point is NEUTRAL,RED,or BLU
A8:
MAJOR Optimization pass
*now featchuring functioning areaportals
Cut out Exess Detailing
Added a third spawn door to cut down spawn camping



Old 06-24-2012, 06:11 PM   #1
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Man, this looks awesome! I love the control point!
 
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Old 06-24-2012, 11:02 PM   #2
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Quote:
Originally Posted by Quintinity View Post
Man, this looks awesome! I love the control point!
This, I'm loving the light effect off the top of it too, smart idea!

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Old 06-28-2012, 03:59 PM   #3
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Gameday bump
 
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Old 06-28-2012, 04:27 PM   #4
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Overall there were some fun routes, however the map had severe FPS issues (and possibly a leak?).

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Old 06-28-2012, 05:02 PM   #5
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Didn't get to play long but open your point up a lot and maybe enlarge it.
 
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Old 07-06-2012, 06:18 PM   #6
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A7:
A little more optimization (mostly leeks)
Opend up the capture zone
Made light changes at mid which show if the point is NEUTRAL,RED,or BLU

I think this will help out frame-rate a lot as well as showing who owns mid. I think it will be ready for the next gameday

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Old 07-08-2012, 04:16 AM   #7
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how did you get the point to change colors? I tried to do that once and ended up having separate point_spotlights for each color. If there's a better way I'd love to know.
 
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Old 07-08-2012, 05:34 PM   #8
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Gameday bump:

@SpaceK: yea I just have 3 different spotlights which turn on and off pending on who owns it.

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Old 07-08-2012, 06:11 PM   #9
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Alright, so this map has severe optimization issues.

I loaded it up and tried to see how much of the map you've left as world geometry, and it's way too much.
You also have NO areaportals. And you're not func_detailing enough.

Lets begin:
This whole structure in the middle: https://dl.dropbox.com/u/1281220/201...9_00.54.44.jpg func_detail it.
It has too many curved surfaces and small brush platforms and stuff. This thing probably create 60403 visleaves by itself.

https://dl.dropbox.com/u/1281220/201...9_00.55.09.jpg
There is no reason for these to be world brushes.

https://dl.dropbox.com/u/1281220/201...9_00.55.24.jpg
Here is what I think is killing the FPS on this map. You have lights with some flickering render FX. DO NOT USE THESE. They're known framerate killers.
Also you should really func_detail that metal panel....

https://dl.dropbox.com/u/1281220/201...9_00.56.13.jpg
func_detail this entire thing. That curved roof and the single thin pole aren't doing you any favors optimization wise as they are now.

https://dl.dropbox.com/u/1281220/201...9_00.56.57.jpg
As a side note, what is this, and why does the announcer think they're australium when I touch them?
why do you have spawnpoints in that room there to the left.

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