Map updates available.
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Re: Map updates available.
cp_kalinka and cp_propaganda got updated.
Re: Map updates available.
Hello, there are some map updates available for #2:
cp_kalinka
cp_reckoner
cp_prolands
cp_granary_pro2
cp_kalinka
cp_reckoner
cp_prolands
cp_granary_pro2
Re: Map updates available.
[quote=asmila post_id=51847]Hello, there are some map updates available for #2:
cp_kalinka
cp_reckoner
cp_prolands
cp_granary_pro2[/quote]
All updated. Thanks for the links, makes it much easier :)
cp_kalinka
cp_reckoner
cp_prolands
cp_granary_pro2[/quote]
All updated. Thanks for the links, makes it much easier :)
Re: Map updates available.
pl_pier_b20 has an update available, pl_pier_b22 is the latest version.
Patch notes (warning, contains a lot of images.)
Patch notes (warning, contains a lot of images.)
► Show Spoiler
-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.
-Relocated burgers.
Point A
-Added sign to obstruct view between the bridge and payload tunnel.
Point B
-No significant changes.
Point C
-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.
Point D
-Added choke-ish area around the cart path to make area less open, encourage defensive holds, and encourage more fighting in the surrounding area.
Point E
-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 all Bulletcrops content with Frontline equivalents.
-Modified buildings to improve variety in architecture.
-Reduced overall skybox height.
-Replaced stair clips with blockbullets.
-Relocated burgers.
Point A
-Added sign to obstruct view between the bridge and payload tunnel.
Point B
-No significant changes.
Point C
-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.
Point D
-Added choke-ish area around the cart path to make area less open, encourage defensive holds, and encourage more fighting in the surrounding area.
Point E
-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.
Re: Map updates available.
pl_pier_b22 has a new update available. Latest version is pl_pier_b23.
Patch Notes:
Anti prop cloaking update
-Begone, foul frame eater.
-Added additional ramp to final.
Patch Notes:
Anti prop cloaking update
-Begone, foul frame eater.
-Added additional ramp to final.
Re: Map updates available.
cp_sulfur_rc1 has an update available, latest version is cp_sulfur_rc2
cp_overgrown_rc4 has an update available, latest version is cp_overgrown_rc6
koth_cascade_b6 has an update available, latest version is koth_cascade_rc1a
pl_vigil_rc2 has an update available, latest version is pl_vigil_rc4
Patch notes:
► Show Spoiler
Improved Visuals in many areas
Water is expensive now (can be turned off in client settings)
Fixed rocks not being vertex lit
TREESWAY!
Water is expensive now (can be turned off in client settings)
Fixed rocks not being vertex lit
TREESWAY!
Patch notes:
► Show Spoiler
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"
"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"
Patch notes:
► Show Spoiler
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
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
Patch notes:
► Show Spoiler
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
- 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
Re: Map updates available.
cp_overgrown_rc6 has an update available, latest version is rc7b
Patch notes:
► Show Spoiler
"Big Update
Syncing up the workshop version
Biggest change is lighting and some material updates"
Syncing up the workshop version
Biggest change is lighting and some material updates"
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:
► Show Spoiler
- Extensive detailing for the castle
- Various small route changes
- Clipping + other quality-of-life fixes
- General preparation for stress testing
- Various small route changes
- Clipping + other quality-of-life fixes
- General preparation for stress testing
Re: Map updates available.
[quote=Fareseed post_id=51909]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.
[/quote]
Updated :)
Patch Notes:
► Show Spoiler
- Extensive detailing for the castle
- Various small route changes
- Clipping + other quality-of-life fixes
- General preparation for stress testing
- Various small route changes
- Clipping + other quality-of-life fixes
- General preparation for stress testing
Updated :)
Re: Map updates available.
pl_spectre_a3a has an update available. Latest version is a3c.
Patch Notes:
► Show Spoiler
a3b:
Fixed clipping in blu spawn
Fixed various little things
Edited building approaching C a bunch
a3c:
fixed spawn
Fixed clipping in blu spawn
Fixed various little things
Edited building approaching C a bunch
a3c:
fixed spawn
Re: Map updates available.
pl_spectre_a3c has an update available, latest version is a4.
Patch notes:
► Show Spoiler
various fixes
spawns fixed, small clipping issues fixed, some nodraw bugs fixed
hopefully a stable version for consistent testing
spawns fixed, small clipping issues fixed, some nodraw bugs fixed
hopefully a stable version for consistent testing
Re: Map updates available.
[quote=Fareseed post_id=51914]pl_spectre_a3c has an update available, latest version is a4.
[/quote]
Updated!
Patch notes:
► Show Spoiler
various fixes
spawns fixed, small clipping issues fixed, some nodraw bugs fixed
hopefully a stable version for consistent testing
spawns fixed, small clipping issues fixed, some nodraw bugs fixed
hopefully a stable version for consistent testing
Updated!
Re: Map updates available.
pl_sludgepit_rc3b has an update available. Latest version is _rc4
Patch Notes:
► Show Spoiler
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
-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
Re: Map updates available.
[quote=Fareseed post_id=51918]pl_sludgepit_rc3b has an update available. Latest version is _rc4
[/quote]
Updated! :)
Patch Notes:
► Show Spoiler
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
-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
Updated! :)
Re: Map updates available.
pl_sludgepit_rc4 has an update available, latest version is _final
Patch Notes:
► Show Spoiler
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
-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