Team Fortress 2

Team Fortress 2

[PL] Abridged
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Update: 30 Oct, 2018 @ 5:02pm

This update changes nearly everything, so here's a so-and-so rundown of what happened:

* Changed the majoriety of kits
* Moved and altered cover at Point A to make capping easier but defensive less tedious
* Moved point A forward a bit to make defending first point easier for RED
* Fixed roof sentry spot at BLU spawn>red
* Fixed a slope bug with Point A's sloped roof

+ Added a slope up to A-B Floor 1 section. This is so BLU now has a chance to flank point B
+ Point B is now indoors
+ Red Spawn is now indoors
+ Added a new flank to point C/final point

I've probably missed something, but a lot has changed and I didn't exactly write it all down - rest in pieces me.

Update: 28 Feb, 2018 @ 11:53am

Just some minor changes

+ New spawn door and upstairs section at Blu's base
+ Completely redone final bridge section, its now wider and there are more panels
- Removed overpowered ambush spot making it impossible for Blu to get on the cart when it got on the bridge
- Nerfed overpowered sniping spots
* Final bridge looks a bit prettier

Update: 26 Feb, 2018 @ 8:47am

Its been a very long time since the last update. This map is very unbalanced, so I want to try something new.

+ Added a new upstairs section to 2nd point with 2 sentry spots
+ Extended bridge section at 3rd point
+ Added roofs and clips to some areas
+ Added new healthpack and ammopacks to new upstairs area
+ Added ammopack to upstairs sniper spot/new bridge area

Update: 22 Nov, 2017 @ 9:56am

This update included many, many gameplay changes to make the map more balanced for BLU team, and making it so RED can hold second point longer than 3 seconds.

Lets start with first Control Point:
* Full health pack by cubby wall has been changed to a medium health pack
* Blocked from building in cubby as it was an overpowered spot for engineers
* Moved teleporter wall back and extended so a sentry can be built there without being destroyed (so you can easily hold second point, just be aware of uber'd heavies and such)
* Moved control point to other side of track

Second CP:
* Moved ammo pack a bit more forward at cornor
* Changed size of canopy

Third CP:
* Moved sniper spot entrance back a bit
* Added a bit more cover for BLU so they can capture

These are mostly experimental, feedback is appreciated :)

Update: 12 Nov, 2017 @ 11:33am

* Many asthetical changes
* Demomen can no longer stickyspam the cubby next to ramp so easily
* Cleaned up the maps brushes to improve performance and make it easier for me to edit

Update: 11 Nov, 2017 @ 12:48pm

* Fixed minor brush errors in REDs base
* You can no longer go on the REDs base roof
* Entrances to REDs lower platform now have roofs
* Moved the medium health kit in flank/sniper spot to the other side of the room to make it more safe to get to

Update: 11 Nov, 2017 @ 11:01am

* You can now leave the platform area under RED's base
* Two medium medkits added to RED's platform area
* BLU bots will no longer get stuck in spawn
* BLU's spawn looks prettier now

Update: 11 Nov, 2017 @ 7:08am

After a lot of play testing, I've devised that the blu team doesnt have enough time to cap 3rd point. So here are the changes:

* Changed time added from first control point from 120 to 90 seconds (1 minute 30 seconds)
* Changed time added from second control point from 120 to 240 seconds (4 minutes)
* Changed time added from third control point from 60 to 90 seconds (1 minute 30 seconds)
* Moved the BLU full health pack to behind wall next to large ammo pack
* Moved health pack at third point to bridge entrance

Update: 10 Nov, 2017 @ 4:19pm

+ Overhauled the maps blue spawn and added two new control points
* Changed the ammo pack in sniper + tele spot to a health kit
* Fixed broken brushes in sniper spot (and brush)
* Bot engineers now actually build sentries
* Players can no longer get out of the map

Update: 10 Nov, 2017 @ 10:07am