Team Fortress 2

Team Fortress 2

Stoneblast
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Update: 16 May, 2020 @ 2:02pm

rc3
-smoothed props with clipping and changed some clips to bulletblock
-reverted fog

Update: 15 May, 2020 @ 6:30pm

rc3 released!

-Added smoothing clipping on some props and doorways
-optimization with prop fade and nodraw
-added a vent dropdown path that leads into the caves, making the caves more of a backdoor for enemies to use
- increased the drop height in the deathpits and added hazard tape at the edge
-fog reduced
-fixed some nobuilds that werent in the correct place

Update: 11 May, 2020 @ 6:00pm

rc2 released! (playtest 1 change feedback)

Changes to mid:
-Reduced the amount of cover the walls give to the point.
-Control point + hologram lowered, snipers can now counter snipe eachother's nests properly, retaking point should now be easier as the height advantage is not as drastic/the point is not as covered.
-Cap trigger size extended, visual representation of cap size shown with hazard tape.
-Nobuild triggers added to the Control Point, above certain props and in the mineshaft exit/tunnel exit (preventing engineers from building there).
-added sight blockers to an overpowered sentry position around the control point.
-added hurt trigger to top of pine trees around mid, making it non-viable for demomen and soldiers to spam down from.

Clipping changes:
-Hole where demomen and soldiers could shoot into spawnrooms is now sealed with a blockbullets wall.
-Clipping on brush-made stairs replaced from playerclip to blockbullets, making splash damage fair on staircases.
- Smoothed some doorways with clip brushes that players were getting caught on

Visual changes:
-Sloped off 2 buildings' roofs that were previously flat-topped, for consistency.
-Fixed texture rotation on stair textures in sniper nests.
- Fixed tree props in spawn merging with the roof.
- Fixed sharp texture changes on displacements from dirt to grass, transition is now smoother.

Gameplay changes:
-Jump to get into spawns 3rd entrance made easier with a crate jump.
- New flank route added leading to toxic room and flank to the Control Point!
- Height in toxic room increased to allow jumping.
- Medium ammo pack near sniper nests moved to underneath a light prop, pack previously blended in too well with the wall behind it.
-crates added in both flanks to the point to fill in an area that was being abused by spies.
-crates moved closer to wall near middle courtyards, to stop people peeking behind them.

Things planned for version rc3:
-Optimization, areaportals, prop fade out, nodraw pass, func_detail pass,
- Add an exit from the mines that leads into enemy territory, since area was mostly empty during playtest.
- Adjust the height of the kill pit drop to make its purpose more obvious.

Update: 9 May, 2020 @ 6:42am

rc1