Updated :o
Map updates available.
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Re: Map updates available.
pl_kinder_b8 has an update available. Latest version is _b10.
Patch Notes:
► Show Spoiler
Beta 10
Finishing touches and fixes
Finishing touches and fixes
Re: Map updates available.
[quote=Fareseed post_id=51966]pl_kinder_b8 has an update available. Latest version is _b10.
[/quote]
Updated.
Patch Notes:
► Show Spoiler
Beta 10
Finishing touches and fixes
Finishing touches and fixes
Updated.
Re: Map updates available.
pl_drawpu_rc1 has a new version. Newest version is .
pl_kinder_b10 has an update available. Latest version is _b17.
Patch Notes:
► Show Spoiler
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.
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.
Patch Notes:
► Show Spoiler
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
-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
Last edited by Fareseed on Sat Feb 23, 2019 4:57 pm, edited 4 times in total.
Re: Map updates available.
pl_moonbase_rc1 has an update vailable, latest version is _rc2
Patch Notes:
► Show Spoiler
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
- 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
Re: Map updates available.
cp_logjam_rc10 has an update available. Latest version is rc10a
cp_kalinka_rc2 has an update available. Latest version is rc5
Patch Notes:
► Show Spoiler
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
-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
Patch Notes:
► Show Spoiler
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
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
Re: Map updates available.
pl_coal_rc10 has an update available. Latest version is rc22.
Patch Notes:
► Show Spoiler
rc20:
Gameplay:
-Redid the interior of some rooms that were super bland and empty
-Added some windows to some rooms
-Added a little shack at C where the cart stops to open the gate
Lighting:
-Basically new lighting everywhere
Visuals:
-phat visual overhaul
Insert pictures here.
And a lot more
rc21:
-Fixed some visible nodraws
-Clipping fixes
-Some visual stuff
rc22:
Fixed some random things
A little optimization
Gameplay:
-Redid the interior of some rooms that were super bland and empty
-Added some windows to some rooms
-Added a little shack at C where the cart stops to open the gate
Lighting:
-Basically new lighting everywhere
Visuals:
-phat visual overhaul
Insert pictures here.
And a lot more
rc21:
-Fixed some visible nodraws
-Clipping fixes
-Some visual stuff
rc22:
Fixed some random things
A little optimization
Re: Map updates available.
[quote=Fareseed post_id=52013]pl_coal_rc10 has an update available. Latest version is rc22.
[/quote]
Will get it updated. Love how it's a 'release candidate' and goes from rc10 to rc22... :roll: :lol:
Patch Notes:
► Show Spoiler
rc20:
Gameplay:
-Redid the interior of some rooms that were super bland and empty
-Added some windows to some rooms
-Added a little shack at C where the cart stops to open the gate
Lighting:
-Basically new lighting everywhere
Visuals:
-phat visual overhaul
Insert pictures here.
And a lot more
rc21:
-Fixed some visible nodraws
-Clipping fixes
-Some visual stuff
rc22:
Fixed some random things
A little optimization
Gameplay:
-Redid the interior of some rooms that were super bland and empty
-Added some windows to some rooms
-Added a little shack at C where the cart stops to open the gate
Lighting:
-Basically new lighting everywhere
Visuals:
-phat visual overhaul
Insert pictures here.
And a lot more
rc21:
-Fixed some visible nodraws
-Clipping fixes
-Some visual stuff
rc22:
Fixed some random things
A little optimization
Will get it updated. Love how it's a 'release candidate' and goes from rc10 to rc22... :roll: :lol:
Re: Map updates available.
[quote=DaV post_id=52014][quote=Fareseed post_id=52013]pl_coal_rc10 has an update available. Latest version is rc22.
[/quote]
Will get it updated. Love how it's a 'release candidate' and goes from rc10 to rc22... :roll: :lol:[/quote]
Add another release candidate version to the list...
pl_coal_rc22 has an update available, latest version is rc23
Patch Notes:
► Show Spoiler
rc20:
Gameplay:
-Redid the interior of some rooms that were super bland and empty
-Added some windows to some rooms
-Added a little shack at C where the cart stops to open the gate
Lighting:
-Basically new lighting everywhere
Visuals:
-phat visual overhaul
Insert pictures here.
And a lot more
rc21:
-Fixed some visible nodraws
-Clipping fixes
-Some visual stuff
rc22:
Fixed some random things
A little optimization
Gameplay:
-Redid the interior of some rooms that were super bland and empty
-Added some windows to some rooms
-Added a little shack at C where the cart stops to open the gate
Lighting:
-Basically new lighting everywhere
Visuals:
-phat visual overhaul
Insert pictures here.
And a lot more
rc21:
-Fixed some visible nodraws
-Clipping fixes
-Some visual stuff
rc22:
Fixed some random things
A little optimization
Will get it updated. Love how it's a 'release candidate' and goes from rc10 to rc22... :roll: :lol:[/quote]
Add another release candidate version to the list...
pl_coal_rc22 has an update available, latest version is rc23
Patch Notes:
► Show Spoiler
rc23:
Minor layout tweaking
-Made the staircase into last a dropdown
-Replaced the dump truck at C with some smaller boxes
-Some detailing improvements
-Optimization
-Bug fixes
Minor layout tweaking
-Made the staircase into last a dropdown
-Replaced the dump truck at C with some smaller boxes
-Some detailing improvements
-Optimization
-Bug fixes
Re: Map updates available.
pl_vigil_rc6 has an update available. Latest version is rc7
Patch notes:
► Show Spoiler
RC7 (1/2/2019)
- Moved the middle doorway in the side house between first and second to behind the chicken wire fence, with the gate previously in that door being removed
- Adjusted some geometry in the side house between first and second to remove sightlines introduced by previous change
- Extended the rollback ramp on third and moved it closer to the point
- Moved the middle doorway in the side house between first and second to behind the chicken wire fence, with the gate previously in that door being removed
- Adjusted some geometry in the side house between first and second to remove sightlines introduced by previous change
- Extended the rollback ramp on third and moved it closer to the point
Re: Map updates available.
cp_reckoner_rc5 has an update available. Latest version is rc6. EDIT: Had writhen pl_vigil_rc5 by misstake, have corrected it now.
Patch notes:
► Show Spoiler
Bugfixes + change to mid spawn
• Added blockbullet to greenhouses next to second to fix collision bugs
• Removed duplicate ammobox on mid
• Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
• Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
• Reduced size of flowerboxes where boxes were on mid
• Added blockbullets to windows near flowerboxes that could potentially eat splash
• Textured visible nodraw in bottom of toxic
• Moved forward-mid spawn into toxic on low ground
• Clipped off area where said spawn used to be
• Decreased spawn times for forward-mid spawn slightly to accompany the movement back
• Fixed red forward spawn door on second clipping through brush above it when opening
• Textured nodraw behind boxes in cargo
• Changed window + table textures in a building near 2nd
• Added blockbullet to greenhouses next to second to fix collision bugs
• Removed duplicate ammobox on mid
• Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
• Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
• Reduced size of flowerboxes where boxes were on mid
• Added blockbullets to windows near flowerboxes that could potentially eat splash
• Textured visible nodraw in bottom of toxic
• Moved forward-mid spawn into toxic on low ground
• Clipped off area where said spawn used to be
• Decreased spawn times for forward-mid spawn slightly to accompany the movement back
• Fixed red forward spawn door on second clipping through brush above it when opening
• Textured nodraw behind boxes in cargo
• Changed window + table textures in a building near 2nd
Last edited by Fareseed on Sat Feb 22, 2020 4:12 pm, edited 2 times in total.
Re: Map updates available.
[quote=Fareseed post_id=52133]
pl_vigil_rc5 has an update available. Latest version is rc6.
[/quote]
rc7 is already on the server, Idk why rc6 is appearing aswell on the custom map list on the website. Pretty sure we've to wait with any other map updates (reckoner) till dav is back.
pl_vigil_rc5 has an update available. Latest version is rc6.
Patch notes:
► Show Spoiler
Bugfixes + change to mid spawn
• Added blockbullet to greenhouses next to second to fix collision bugs
• Removed duplicate ammobox on mid
• Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
• Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
• Reduced size of flowerboxes where boxes were on mid
• Added blockbullets to windows near flowerboxes that could potentially eat splash
• Textured visible nodraw in bottom of toxic
• Moved forward-mid spawn into toxic on low ground
• Clipped off area where said spawn used to be
• Decreased spawn times for forward-mid spawn slightly to accompany the movement back
• Fixed red forward spawn door on second clipping through brush above it when opening
• Textured nodraw behind boxes in cargo
• Changed window + table textures in a building near 2nd
• Added blockbullet to greenhouses next to second to fix collision bugs
• Removed duplicate ammobox on mid
• Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
• Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
• Reduced size of flowerboxes where boxes were on mid
• Added blockbullets to windows near flowerboxes that could potentially eat splash
• Textured visible nodraw in bottom of toxic
• Moved forward-mid spawn into toxic on low ground
• Clipped off area where said spawn used to be
• Decreased spawn times for forward-mid spawn slightly to accompany the movement back
• Fixed red forward spawn door on second clipping through brush above it when opening
• Textured nodraw behind boxes in cargo
• Changed window + table textures in a building near 2nd
rc7 is already on the server, Idk why rc6 is appearing aswell on the custom map list on the website. Pretty sure we've to wait with any other map updates (reckoner) till dav is back.
Re: Map updates available.
pl_stranded_rc1 has an update available. Latest version is rc2.
Patch notes:
► Show Spoiler
Patch
- Fixed 2 exploits:
-- Demoman being able to be high between CP1 & CP2
-- Engineer able to build above 1st RED spawn
- Added pathway for spies to reach front of last BLU forward spawn area
- Fixed RED sometimes getting stuck at their 1st spawn when CP2 is capped
- Fixed gate near CP3 not closing and becoming one way when point is capped
- Several miscellaneous fixes and improvements
- Fixed 2 exploits:
-- Demoman being able to be high between CP1 & CP2
-- Engineer able to build above 1st RED spawn
- Added pathway for spies to reach front of last BLU forward spawn area
- Fixed RED sometimes getting stuck at their 1st spawn when CP2 is capped
- Fixed gate near CP3 not closing and becoming one way when point is capped
- Several miscellaneous fixes and improvements
Re: Map updates available.
[quote=Fareseed post_id=52136]pl_stranded_rc1 has an update available. Latest version is rc2.[/quote]
All done - updated this and cp_reckoner.
pl_shoreleave and cp_triplet are also removed for now as requested by Tim Fortress as they crash players who use mat_phong 0. I don't think either is played much (and cp_triplet looks abandoned) but at least it'll stop crashes if they're voted on.
[quote=BigT_ post_id=52134]
rc7 is already on the server, Idk why rc6 is appearing aswell on the custom map list on the website. Pretty sure we've to wait with any other map updates (reckoner) till dav is back.[/quote]
The website map listing is nothing more than a web front end for the zipped maps folder. I'd updated vigil to rc7 but forgot to remove the rc6 archive :)
All done - updated this and cp_reckoner.
pl_shoreleave and cp_triplet are also removed for now as requested by Tim Fortress as they crash players who use mat_phong 0. I don't think either is played much (and cp_triplet looks abandoned) but at least it'll stop crashes if they're voted on.
[quote=BigT_ post_id=52134]
rc7 is already on the server, Idk why rc6 is appearing aswell on the custom map list on the website. Pretty sure we've to wait with any other map updates (reckoner) till dav is back.[/quote]
The website map listing is nothing more than a web front end for the zipped maps folder. I'd updated vigil to rc7 but forgot to remove the rc6 archive :)