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  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Sun Mar 10, 2019 4:15 pm   Subject: Re: Map updates available.
cp_logjam_rc10 has an update available. Latest version is rc10a
Patch Notes:

Hidden: 

rc10a:
-fixed a hole in the floor on mid
-fixed a hole in the mid bridge ceiling
-removed an extra set of lights above logroom's exit on mid
-raised the little roof over the upper lobby exit to make it less obvious you can't stand on it
-made it so you can't stand on the roof lips of the tall buildings on mid
-fixed a broken displacement you could stand on at red 2nd
-adjusted displacement ground in front of spire
-playerclipped literally all of choke to hopefully eliminate a weird glitch

cp_kalinka_rc2 has an update available. Latest version is rc5
Patch Notes:

Hidden: 

rc3

MID:
-replaced clunky model rubble pile with displacements for smoother movement

2ND:
-rised the right side enterance from mid to 2nd slightly to make it more viable for both attacking 2nd and contesting mid
-this also removed some unnecessary height variation inside mid house.

-all sort of small texture and detail tweaks
-replaced some custom content with ingame textures
-added a few upgraded posters by Square!

rc4

MID:
-reworked left side to make it more viable as a rollout to mid and to add more visibility of enemies pushing/flanking through there
-buffed the small health kit on the left on mid house to a medium, matching the rightside
-medics can use the new structure on left to reach mid roofs when beamed with scouts
-added a ramp to the left side from lowground
-lifted up and extended the balcony to make it more viable for contesting highground
-clipped a spot that allowed all 9 classes to jump on top of mid roofs

2ND:
-added a new highground behind 2nd accessible from valley, this should allow for easier jumps onto the defending team
-blocked off the dead space corner on the left when entering valley from mid
-lifted the bridge building above valley higher so jumpers are less likely to bump into it
-enlarged the middle entrance to 2nd from mid
-cleaned up unneccessary objects so jumpers are less likely to bump into something mid air
-enlarged the door from valley to the point and opened up the window above the door

LAST:
-dropdown be gone! replaced dropdown with a lower entrance to last
-reworked right entrance to last to allow more cover for attackers from snipers holding far back
-rised the ceiling drasticly, jumpers should have a better time highbombing now
-closed the window on the middle entrance to give attackers a bit better element of surprise when trying to sac through
-removed the door facing to the left from the middle entrance

rc5

2ND:
-rised the roof of the shutter shack and clipped it off as opening the shutter would cause players on the roof to get stuck on the func_door
-rotated the right most entrance to last lobby to kill a sightline and make the area more interesting to play around
-reworked the area near this entrace slightly to make movement a round the area smoother
-removed some unnecessary props
-clipping improvements

LAST:
-resizing: reduced the length of last by 128hu and added 128hu to the lobby
-this should make lobby feel less claustrophobic and make attacking last easier
-reworked the pillar/pipes near the left entance slightly
-removed the crates on the lower floor of last
-extended the walls between spawn and the point so players need to walk further out of spawn to contest the point
-reduced the capture time from 3 seconds to 2.5 seconds
-moved the crate back againts the wall on right entrance to last and swapped the small ammo on its place
-lobby ceiling lifted drasticly to allow more room to jump around
-reworked the crates on the right side entrance to lobby for smoother movement
-clipping improvements

OTHER:
-some optimization
-a couple of new signs around the map and visual improvements
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Fri Feb 15, 2019 11:07 am   Subject: Re: Map updates available.
pl_moonbase_rc1 has an update vailable, latest version is _rc2
Patch Notes:

Hidden: 
RC2 changes:

- Replaced the default payload cart with a new space themed one by AsG_Alligator
- Added proper collision for those shiny space cube models
- Added missing doorframe on RED base
- Fixed odd shadows in the tracks
- Fixed some door frames being non-solid in part
- Fixed some of the odd robot movement in outside map areas
- Fixed BLU 2nd spawn door opening too slowly
- Enhanced BLU 1st spawn area to be more space-themed as well as rest of the map
- General miscellaneous improvements on visual side
- Improved clipping on all areas
More might be on the future at the workshop page:
https://steamcommunity.com/sharedfiles/filedetails/changelog/601801525
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Mon Feb 11, 2019 11:01 am   Subject: Re: Map updates available.
pl_drawpu_rc1 has a new version. Newest version is  .
Patch Notes:

Hidden: 
Release:
Updated for release to Steam Workshop
This version should be 100% completed and ready for release. Can you guys perhpas check it over for me and see if you can find any glaring issues that I may have over looked..

Release:
Rrepacked release version
Repacked the file with bsp_repak to reduce the size.
Reduced from 77mb to 27mb.


I'd appreciate it if some people would take the time to download and confirm if everything looks okay as there is custom content within the file.

Release:
Updated to Workshop version
It would appear the Workshop changes the timestamps and such. I couldn't access a server with the same file I had uploaded and had to copy in the one I downloaded from the workshop.

Updating the download to avoid file mismatches if someone gets a copy from here.

Nothing relly new to see here.


pl_kinder_b10 has an update available. Latest version is _b17.
Patch Notes:

Hidden: 
Beta 11
-Added stairs to reach second point via alternate means
-Improved clipping
-Brightened some areas that were too dark
-Custom doorhandle model
-Removed giant Peter Griffin face from skybox

Beta 12
General fixes and custom content added

Beta 13
-Sightline fixes plus other minor touchups

beta 14:

-Updated some details
-Fixed clipping issues
-New flank for blu on last point

any lighting problems will be resolved when the map is finalized

Beta 15
-Updated the last flank to be cliffside instead of wooden planks
-Fixed clipping in certain spots
-Very minor detail touchups
-Easter eggs

Beta 16
-New box prop
-Clip fixes

Beta 17
-Final compiled
-Clip fixes
-Reduced some unnecessary/distracting details

Beta 17 fix
Sorry, forgot to pack everything

Beta 17 (Compressed into bz2)
-Compressed to a bz2

b17
Updated back to raw bsp
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Fri Feb 08, 2019 5:30 pm   Subject: Re: Map updates available.
pl_kinder_b8 has an update available. Latest version is _b10.
Patch Notes:

Hidden: 
Beta 10
Finishing touches and fixes
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Sun Jan 06, 2019 12:36 pm   Subject: Re: Map updates available.
pl_sludgepit_rc4 has an update available, latest version is _final

Patch Notes:

Hidden: 
Oh hey here is a last little update for S-pit.

-new oob detail area
-small skybox changes
-some other stuff

there was aso going to be loading screen photos but i forgot to pack them and i don't feel like waiting another hour so guess the map isn't going to have them
  Topic: hello
Fareseed

Replies: 3
Views: 156

PostForum: Introductions   Posted: Wed Jan 02, 2019 10:09 am   Subject: Re: hello
Welcome to Trigger Happy Gamers, hope that you will enjoy playing on the servers.
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Wed Oct 31, 2018 12:55 pm   Subject: Re: Map updates available.
pl_sludgepit_rc3b has an update available. Latest version is _rc4
Patch Notes:

Hidden: 
changelog rc4
-added a platform and new window flank to the barn at point B
-changed some roofs on some of the building to make it look unfinished or something idk i'm tired
-other stuff
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Sun Oct 14, 2018 4:15 pm   Subject: Re: Map updates available.
pl_spectre_a3c has an update available, latest version is a4.
Patch notes:

Hidden: 
various fixes
spawns fixed, small clipping issues fixed, some nodraw bugs fixed

hopefully a stable version for consistent testing
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Fri Sep 21, 2018 11:50 am   Subject: Re: Map updates available.
pl_spectre_a3a has an update available. Latest version is a3c.
Patch Notes:

Hidden: 

a3b:
Fixed clipping in blu spawn
Fixed various little things
Edited building approaching C a bunch

a3c:
fixed spawn
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Mon Sep 03, 2018 4:23 pm   Subject: Re: Map updates available.
pl_spectre_a2 has an update available, pl_spectre_a3a is the latest reason. (a3 wasn't packed properly, so a3a got that fixed.) First update of the map since april this year.

Patch Notes:

Hidden: 

- Extensive detailing for the castle
- Various small route changes
- Clipping + other quality-of-life fixes
- General preparation for stress testing
  Topic: Blame it on the Boom Boom
Fareseed

Replies: 4
Views: 419

PostForum: Team Fortress 2   Posted: Sat Aug 11, 2018 4:53 pm   Subject: Re: Blame it on the Boom Boom
Shadow_Samurai wrote (View Post):
Fareseed wrote (View Post):
Very good. Didn't know you had cosmetics disabled.


Thanks man Smile Yeah I need it disabled and use dxlevel 80 because my pc is just that bad Sad Though I find it easier to headshot people without their weird unusuals or hats distracting me. Very Happy


Except their unusual effect stayed in the replay.
  Topic: Blame it on the Boom Boom
Fareseed

Replies: 4
Views: 419

PostForum: Team Fortress 2   Posted: Sat Aug 11, 2018 11:00 am   Subject: Re: Blame it on the Boom Boom
Very good. Didn't know you had cosmetics disabled.
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Wed Aug 08, 2018 4:06 pm   Subject: Re: Map updates available.
cp_overgrown_rc6 has an update available, latest version is rc7b

Patch notes:

Hidden: 
"Big Update
Syncing up the workshop version
Biggest change is lighting and some material updates"
  Topic: Map updates available.
Fareseed

Replies: 36
Views: 4332

PostForum: Team Fortress 2   Posted: Sun Jul 29, 2018 11:49 am   Subject: Re: Map updates available.
cp_sulfur_rc1 has an update available, latest version is cp_sulfur_rc2

Patch notes:

Hidden: 
Improved Visuals in many areas
Water is expensive now (can be turned off in client settings)
Fixed rocks not being vertex lit
TREESWAY!

cp_overgrown_rc4 has an update available, latest version is cp_overgrown_rc6

Patch notes:

Hidden: 
rc5 changes:
"Replaced that roof material everyone has been complaining about since we reartpassed with a new one, SURPRISE


Tweaked some timings slightly
Fixed a bunch of visual bugs
Fixed a bunch of clipping issues/ exploits
Did some other stuff, I forget"

rc5a changes:
-Fixed missing soundscape, oops
-Packed in a nav mesh ARE YOU HAPPY NOW
-Updated localization files

rc6 changes:
"This update has some big changes and hard cuts. I'm expecting some people to not like it, but sometimes hard decisions have to be made for the improvement of the whole. I think these changes will be very worth it."

"Removed the basement between first and second to reduce unneeded routes on the map. This should refine the "frontline" of combat a bit more, forcing players to use the main floor level to push through, giving it a bit of a "wide choke." This also makes it so red doesn't have as many places to hide from Blu as they get pushed back.

Removed door leading into train station on last to coincide with basement missing. The lower area will have less importance, and the train station should be a little easier to hold once attackers push in, with less ways for defenders to take it back.

Adjusted left path out of first to second transition area into last, added a drop down from upper restaurant area into it. This should hopefully give it a little more focus for attackers, making it a decent option to go to the left side of the map, and making the upper restaurant area more useful.

Added staircase going back up from lower last area to walkways on "attackers" side, makes the pit less of a trap that you can only get out of from one direction. This also let's red cross through that area when rolling out and not hit any dead ends.


Changed environment lighting to be brighter, less orange, and changed the skybox to match. Removed a number of lights that were no longer needed in the map. The map felt a bit too gloomy and overly orange. Things should be brighter and clearer now

Fixed a large number of visual bugs and issues, I forget, I did a lot of little things since the last update.

Further optimization of the map"



koth_cascade_b6 has an update available, latest version is koth_cascade_rc1a

Patch notes:

Hidden: 
Beta 7 notes

Optimization improvements

Removed waterfalls on cliffs around the point
Slightly narrowed tunnels inside cliffs

Added dropdown from house into right-main hallway

Changed low wall on right side so it can no longer be stood on or jumped over

Slightly lowered rock arch

Added collision to battlements sign above house staircase

Added nobuild to crates/barrels on left battlements

Removed/adjusted some props to fix unintended sightlines

Fixed broken lighting on some props

Minor detailing changes

Beta 8
Added one-way tunnel connecting right yard to the point, exiting directly under the opposite upper tunnel

Upper and lower tunnel share a floor/ceiling grate that does not block explosive splash damage
Lowered right rocks at mid

Added transparent fences in front of lowered rocks

Added window into lower on the point

Replaced medium ammo behind rocks at mid with two small packs closer to the point

Removed small health from upper left area outside tunnel

Made right side small wooden fence opaque

Added/removed/adjusted various props

Overhauled displacements around mid

Hot Fix
- Fixed an unintended prop jump


Beta 9
Removed lower tunnels

Flipped position of lower entrance/exit

Added stairs from under battlements into house

Replaced staircase outside house with ramps

Widened area under bridge on left side

Moved health/ammo under bridge to the opposite side

Reworked right side staircase

Adjusted rocks/fences at mid

Widened mid

Slightly lowered point

Reworked detailing in several areas

Reworked lighting

Beta 10
Returned lower entrance/exit to its original position on the right side

Lowered highground at mid

Added space to right side yard/ramp

Changed right side wall so it can be jumped over but not stood on

Adjusted clipping on rocks at mid

Adjusted clipping on props in connector rooms

Adjusted clipping in cave/tunnel

Raised height of the cave/tunnel ceiling

Increased size of dropdown in house

Reworked arrangement of staircases in spawn

Fixed players getting stuck in staircases when spawning

Added a second resupply locker on right side of spawn

Various detailing changes

Adjusted lighting

Release Candidate 1 (!!!)
Fixed audio bug that prevented players from hearing hitsounds, spy decloaks, etc.

Improved clipping in several areas

Optimization improvements

Adjusted position of tunnel

Reduced steepness of wooden ramp leading to cliff

Increased the height of right side fences and rock on mid

Slightly rotated left side rock on mid

Adjusted back left rock on mid to make jumping onto the fence more consistent

Added an additional staircase to right side spawn exit

Various detailing changes

Adjusted lighting

Significantly reduced map file size

hotfix
- fixed broken cubemaps

Minor Update
Fixed clipping issue on fences at mid

Fixed bug that caused players' movement to stutter while on the point

Removed railing that got in the way of rollouts in middle spawn exit building

Adjusted lighting on the point and around mid

Minor detailing changes


pl_vigil_rc2 has an update available, latest version is pl_vigil_rc4

Patch notes:

Hidden: 

RC2A (2/3/2018)
- Bug fixes

RC3 (22/6/2018)
- Filled in pit at last point
- Lowered sentry platform on last
- Added stairs to the flank room on last
- Added a prop jump to allow blu to get up the outside part of the flank room on last
- Added a high fence on the edge of the map on the flank of the last point
- Spawn time adjustments on last
- Removed the decrease in rollback time after the cart goes up the final rollback ramp
- Reduced size and adjusted position of third point rollback ramp
- Added barriers to the rocks near third point to reduce sniper abuse
- Moved entrance of house between second and third to before the crates
- Some changes to detailing

RC4 (29/6/2018)
- Reduced sightline from locker room to lobby between 2nd and 3rd
- Clipping improvements
- Prevented stickies from being hidden under the tracks between 2nd and 3rd
  Topic: Maps request
Fareseed

Replies: 57
Views: 10385

PostForum: Servers   Posted: Tue Jul 24, 2018 8:35 am   Subject: Re: Maps request
vuaerom wrote (View Post):
I remember some good payload maps playing on community servers in the past, a so long time since 2007.
my 3 favorites:
pl_beerbowl https://gamebanana.com/maps/117832
pl_woodland https://gamebanana.com/maps/113463
pl_moonlit https://steamcommunity.com/sharedfiles/filedetails/?id=481727143&searchtext=

old ones but very fun to play with many players (12 vs 12):

pl_alpen https://tf2maps.net/threads/alpen.18631/
pl_outback https://gamebanana.com/maps/101441
pl_mill https://gamebanana.com/maps/83135


pl_mill, pl_alpen and pl_woodland are the maps we don't already have.
 
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