Team Fortress 2
Abyssal
Показване на 1 — 7 от 7 постъпления
Обновление: 26 септ. 2019 в 5:15

1st section changes:
-Fixed some cubemaps missing in some locations
-Fixed the glass texture at B
-Modified the glass around the B point so that it no longer causes players to slide (this negatively impacted strafing, especially for scouts. Does this now negatively impact engineers?)
-Fixed tiny gaps in the tunnel leading to B

2nd section changes:
-Fixed some cubemaps missing in some locations

3rd section changes:
-Added a nobuild into the well near red's 1st spawn
-Attempt #7 trying to fix the goddamn vent entrance at B factory. It's now so big it doesn't even look like a vent anymore
-Fixed engineers sometimes being able to build on the presses inside B
-Added a map of the 3rd section and routes to points in BLU spawn to give general guidance out of spawn for new players

Обновление: 21 септ. 2019 в 10:52

1st section changes:
-Fixed spectator cameras
-Added some hasty cubemaps
-Changed a small ammo pack into a medium one near B
-Added some support beams in the 2nd floor of A for whatever reason

2nd section changes:
-Fixed spectator cameras
-Added some hasty cubemaps

3rd section changes:
-Blocked off another staircase leading to another useless upstairs dead-end
-Changed some displacements into regular brushes
-Fixed nodraw issues around the B factory's inside fencing
-Blocked off the tiny gaps around the bottom halves of the presses inside B factory so you can no longer shoot unsuspecting people from above/below
-Fixed B factory vent height (again)
-Added some hasty cubemaps

Обновление: 10 септ. 2019 в 9:42

1st section changes:
-Fixed the black wall texture

2nd section changes:
-Added a sign cautioning players about the water under red ramp

Обновление: 9 септ. 2019 в 10:09

1st section changes:
-Adjusted Capture times (A +8s - B +8s)
-Adjusted the time gained by capturing a point by +60s
-Reduced damage received by otherworldly hidden means (from 2/s -> 40/s to 1/s -> 35/s)
-Added a small sign to direct blu team toward the tunnel to B
-Clipped parts of a wall to fix the black texture issue
-Flipped a broken window at A
-Prevented engineers from building in spawns

2nd section changes:
-Adjusted Capture times (A +12s - B +6s)
-Adjusted the time gained by capturing a point by +60s
-Changed the tunnel near blu's spawn exit cave
-Prevented engineers from building in spawns
-The small area below red's spawn ramp is now full of hazardous water and will probably kill you. maybe.
-Added an airduct into red's spawn tunnel to stop people from getting stuck on overlapping displacements
-Moved a few things to close a couple overpowered sighlines
-Fixed a gap in the red tunnel connecting spawn to A and upper
-Fixed the signs on B not having collissions
-Fixed the clips on a rock
-Fixed spectator cameras

3rd section changes:
-Adjusted Capture times (A +7s - B +4s)
-Adjusted the time gained by capturing a point by +80s
-Adjusted the height of the railing on A's lakeside exit
-Fixed red 2nd spawn's doors
-Fixed a gap in the wall next to blu spawn
-Fixed the sign next to B factory floating mid-air and being a spooky ghost
-An exorcist was called to cleanse the props at the lake. He did a good job and the props are now safely back at ground level
-Changed the stairs around B cap into ramps due to how broken the stairs were.
-Changed some unnecessary displacements into lower detailed blocks to improve performance
-Changed a texture in the bottom of B factory
-Clipped the remaining stairs
-Plugged the tiny holes in the ramps inside both factories so snipers can no longer prey on innocent little feet from below
-The error.mdl in the barn has been kicked out without severance pay
-Minor fixes to both factories geometry
-Fixed the height of the B factory vent so you can now walk through without ducking.
-Fixed the soundscape issues at lakeside A exit
-Fixed spectator cameras

Обновление: 5 септ. 2019 в 10:43

1st section changes:
-Adjusted Capture times (A +3s - B +3s)
-Reduced damage received by otherworldly hidden means (from 10/s -> 300/s to 2/s -> 40/s)
-Reworked the main bridge leading out of blu spawn
-Complete ceiling overhaul
-Lowered the upper ravine to the point it barely counts as a ravine anymore just to make the map work ;c
-Modified the area leading to B
-Closed off an unneccesary corner

2nd section changes:
-Adjusted Capture times (A +3s - B +3s)
-Reduced the size of the window on the tunnel leading out of red spawn
-Modified the rebars on the ruins
-Ceiling rework
-Minor changes
-Gently touched the floor, it did not like the touch.
-Clipped all stairs

3rd section changes:
-Adjusted Capture times (A +3s - B -1s)
-Removed a house and one of the 2 barns near factories
-Moved factories slightly
-Clipped the top of the factory fences so players can no longer stand on them
-Fixd a bug near red spawn that would get players stuck mid-air for seemingly no reason
-Complete terrain overwrite
-Adjusted and modified buildings/props to fit into the new terrain
-Removed the garage from a house near the factories
-Turned a 2 story house into a 1 story house near red's original spawn (next gen architechtural advancements!)
-Elevated the B point
-Adjusted the A site
-Opened up a new route for blu team toward A
-Added an interior to the barn
-Modified the interiors for both factories
-Added a new route from the barn to B
-Removed an angled window at B due to causing too many issues
-Modified the overpass between factories
-Changed some stairs into ramps for good PR from people with wheelchairs.
-Fixed an issue with bullets flying through boarded up houses
-Lowered skybox ceiling
-Made the red tower shorter
-Clipped some stairs

Обновление: 1 окт. 2018 в 13:54

1st section changes:
-Reshaped the edges of the impassable door between sections 1 and 2 to fix a lightning issue with the wall
-Raised the lava killarea in the ravine
-Added a lower bridge in the ravine, connecting lower blu spawn to B
-Added a new tunnel leading to B
-Closed 2 of the 3 windows at the top of the watchpost
-Flipped the ramp inside watchpost to make everyone's life easier
-Added guide lines to take players by the hand and shove their blind asses onto the points
-Widened the corridor leading to the sentry spot at B by 16 Hu
-Switched the medium and small ammo packs with each other at B to prevent engineers from having near infinite metal when defending B
-Added a second giant pillar opposite of the original on the edge of the ravine
-Fixed an env_smokestack at the crashed truck
-Fixed a gap in a window
-Added boxes to B
-Added more cover here and there
-Fixed HUD

2nd section changes:
-Added a hill near A connecting middle to upper
-Added more cover and props to break the tremendous sightlines
-Fixed the stairs hovering in the ruined house near A
-Modified an intrusive player clip at A to be less intrusive
-Added some rubble to use as cover near A
-Relocated a small ammo pack from the ruined building to the rubble
-Formed a temporary tunnel around the ramp near blu's spawngates to test how it fares during gameplay and if it should be implemented fully
-Added giant boulders in the corner across blu spawn to fill up unnecessary ugly empty space
-Clipped the planks leading to B for easier, less bumpy access
-Fixed HUD

3rd section changes:
-More guide lines across the section to nudge players in the direction of the points
-Rotated fence entry toward the factory area near red spawn to make the route more clear
-Added a walkway between the 2 factories to connect them
-Added textures here and there
-Textured and reshaped the chimneys on the factory
-Fixed clips on the presses inside B
-Shaped the foundation of the pond near red spawn
-Added nobuilds at the presses inside B
-Changed BLU spawn floor textures
-Added cover here and there
-Fixed HUD

Обновление: 28 септ. 2018 в 17:35

Initial release