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Aquifer 



Map Version: Beta 
Type: KotH
Released: 07-26-2012 
Last Update: 08-29-2012 
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Default Aquifer

KoTH_Aquifer!

Map designed for STAR'S KoTH Highlander contest.


Previously submitted under KoTH_Crash_72 for the 72hr contest.


Changelog

Alpha:
72hr contest versions. Under the name koth_crash_72.

Beta 1 Release:
Blocked off basement area as a test.
Improved signage.
Clipping tweaks/ fixes.
Drastically lowered lightmaps to reduce filesize.
Reworked buildings next to the point and adjusted path going into them accordingly. Added a second door facing out facing opposing team.
Adjusted out of bounds area to accommodate new geometry.
Moved Blu Watertower to skybox, this fixes the long-range culling issue.
Added medium health/ full ammo to new buildings next to the point.
Lowered cubemap resolution.
Added pipe detailing around point to match map name. This will be expanded on later.
Lots of overlay/ texture tweaks.
Finally put in areaportals on the spawn room doors. (This fixes the random lights in there too)


Beta 2 Release:
This is the height variation update.
Drastically overhauled the center area. Former "basement" now repurposed and incorporated into top level. Former stairs and drop down re-used. A ton of huge changes to the center.
Changed the buildings next to the center again. Should be more fun/ dynamic to play around now.
Changed medium healthpacks back to small in the side buildings and adjusted location slightly.
Widened platforms above CP.
Increased the texture scale on water.


Beta 3 Release:
Changed under the center point, got rid of pipes going straight down and changed to a large central structure
Changed stairs going down below from team-side buildings into drop downs.
Changed drop downs going down below from side-buildings into staircases. These last two changes should fix a lot of issues.
Adjusted "box stairs" to make it easier to climb
Further brush optimization/ Model fades
Evened the sides out a bit more for consistency
Adjusted health/ ammo placement slightly, mostly to accomodate new geometry.
Detailed a ton.


Beta 4 (not)Release:
Error caused me to make this an internal version.

Beta 5 Release:
Massive clipping pass. Found a bunch of exploits and high ledges.
Added a new platform above the shipping container going through the building.
Added a medium ammo on new platform.
Changed buildings to the side of capture point again. Simplified.
Added ramps to the shipping containers along the walls, on one side.
Added a railing in the center area.
Fixed a lot of early model fades and pop outs. Should all be good now.
Expanded detailing a ton. Added some height to a few buildings, lots of trim, new detail areas, touched a bit of everything.
Optimized further. Very few props are fadeless at this point.
Cleaned up lighting, brightened most interiors.



Old 08-02-2012, 10:59 PM   #1
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Updated to B2. Did some drastic things. Screenshots updated in OP.

Quote:
Beta 2 Release:
This is the height variation update.
Drastically overhauled the center area. Former "basement" now repurposed and incorporated into top level. Former stairs and drop down re-used. A ton of huge changes to the center.
Changed the buildings next to the center again. Should be more fun/ dynamic to play around now.
Changed medium healthpacks back to small in the side buildings and adjusted location slightly.
Widened platforms above CP.
Increased the texture scale on water.

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Old 08-07-2012, 11:41 PM   #2
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Here is your demo from today (beginning is probably dead air for maybe ~30 minutes?)

We had some randoms that called it too large (not true in my opinion). They also said it had too many flanks (probably does). As a Heavy I was getting pretty far behind enemy lines, and that little speed bump I told you I hate didn't really stop me. Later today in the impromptu I was doing the same thing as Engineer. I still think you'd benefit from rotating the drop downs and stairs 90 degrees, because then players would be directed toward combat areas rather than staging areas. Another problem with your map, I feel, is how cluttered the area immediately around the point is. You've got the pillars above and below, the shipping containers, little waist high fences on the high ground spots (which are largely useless as high ground goes) and they all get in the way or feel semi-random. I was really hoping for a better redesign after the contest ended, and this comes close but it still has all the same basic issues the last one did.
 
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Old 08-19-2012, 06:57 PM   #3
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Updated to B3. Screenshots in OP updated. This should be the final layout, just polish work from here on out.

Quote:
Beta 3 Release:
Changed under the center point, got rid of pipes going straight down and changed to a large central structure
Changed stairs going down below from team-side buildings into drop downs.
Changed drop downs going down below from side-buildings into staircases. These last two changes should fix a lot of issues.
Adjusted "box stairs" to make it easier to climb
Further brush optimization/ Model fades
Evened the sides out a bit more for consistency
Adjusted health/ ammo placement slightly, mostly to accomodate new geometry.
Detailed a ton.
Quote:
Known bugs as of release:
A few premature prop fades
A couple large props/ brushes popping in and out in the distance
The Water's reflection is cut up weird
Missing light models to match lighting
Bonus screenshots:









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Old 08-29-2012, 02:25 PM   #4
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Man, I sure haven't gotten much feedback during the course of this contest...

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Old 08-29-2012, 03:18 PM   #5
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It's too late now anyway isn't it
 
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Old 08-29-2012, 03:43 PM   #6
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Yep. I was just mentioning it as a summation of the contest.

Although I am working on the map right now, so really if there is anything not too drastic, I could work on it.

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Old 08-29-2012, 10:36 PM   #7
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Updated to B5. All new screen's in OP.

Quote:
Beta 4 Release:
Error caused me to make this an internal version.

Beta 5 Release:
Massive clipping pass. Found a bunch of exploits and high ledges.
Added a new platform above the shipping container going through the building.
Added a medium ammo on new platform.
Changed buildings to the side of capture point again. Simplified.
Added ramps to the shipping containers along the walls, on one side.
Added a railing in the center area.
Fixed a lot of early model fades and pop outs. Should all be good now?
Expanded detailing a ton. Added some height to a few buildings, lots of trim, new detail areas, touched a bit of everything.
Optimized further. Very few props are fadeless at this point.
Cleaned up lighting, brightened most interiors.

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Old 08-30-2012, 10:43 AM   #8
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I love your concept for the point having a watertower over it and incorporating its shape into the layout. But, I feel you can do a lot better with the way it looks. Try using some interesting references

Hell, you could use the torus tool to recreate that third image in my link exactly. Also, disable shadows on the pipes seen on the water tower supports so the brushwork's face doesnt turn black below the pipes.
 
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Old 08-30-2012, 08:34 PM   #9
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After the contest is over, I will probably be getting a custom model created for the center. I've already been approached by someone who was interested in doing it, and we discussed a few ideas. Good references though, I'll definitely use them.

As for the pipes, I compiled with using staticproppolys so they shouldn't be pitch black. It's probably more from the lack of lighting directly on it. I was thinking the point could have used some spotlights directly on it to make it pop out more, that might have helped.

Then again, it might look better with them off all together. Something to experiment with.

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