pl_pier_b20 has an update available, pl_pier_b22 is the latest version.
Patch notes (warning, contains a lot of images.)
-Made fireworks more pretty. (Image of the new fireworks too large to post.)
-Replaced all Bulletcrops content with Frontline equivalents.
-Modified buildings to improve variety in architecture.
-Reduced overall skybox height.
-Replaced stair clips with blockbullets.
-Added sign to obstruct view between the bridge and payload tunnel.
-No significant changes.
-Added wood pile to prevent fall damage under dropdown.
-Replaced lower pier path with beach to prevent having to 'jump' out of the water.
-Added nook outside warehouse to provide safe-ish haven for offense.
-Shortened catwalk over the double shutters to make shutter entry less overwhelming.
-Removed some vertical supports that get in the way.
-Added choke-ish area around the cart path to make area less open, encourage defensive holds, and encourage more fighting in the surrounding area.
-Modified dropdown to be less vulnerable and give offense a more protected path to the interior balcony.
-Red's catwalk no longer connects to the platform at the top of the hill. Instead, there is now a set of stairs that connect this platform to the ground level.
-Replaced pickup with sniper van for easier jumping.
"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"
-Fixed missing soundscape, oops
-Packed in a nav mesh ARE YOU HAPPY NOW
-Updated localization files
"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
Beta 7 notes
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
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
- Fixed an unintended prop jump
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
Slightly lowered point
Reworked detailing in several areas
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
Release Candidate 1 (!!!)
Fixed audio bug that prevented players from hearing hitsounds, spy decloaks, etc.
Improved clipping in several areas
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
Significantly reduced map file size
- fixed broken cubemaps
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
- Bug fixes
- 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
- 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
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