Team Fortress 2

Team Fortress 2

koth_metropolis_a7a
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Update: 26 Sep, 2021 @ 7:32am

Version a3d:
-Fixed an issue in which it was possible to shoot through the metal fence outside of the shutter doors.
-Added some props at spawns for decoration.
-Added Areaportal entities at the train station exits at spawn for optimization.

Update: 25 Sep, 2021 @ 7:37am

Version a3c:
-Fixed a problem regarding an Areaportal window that was in the doorway on the bridge at the sniper balcony. It would unload the entire room when looking at it from a specific angle.
-Fixed some custom overlays not rendering on the subway station signs at spawn.
-Set fade distance for some props that didn't have them.
-Changed some clip brushes so that nav meshes aren't created in non-playable areas.
-Added exit signs above the doors at spawn.
-Added more Hint/Skip Brushes for optimization.
-Added an info_obeserver_point looking at the point so that people joining for the first time aren't greeted by the never-ending void.
-Fixed the bridge on the red side that had unusual geometry.

Update: 24 Sep, 2021 @ 9:00am

Version a3b:
-Remade most of the Hint/Skip brushes from scratch to greatly improve optimization.
-Deleted unnecessary brushes that were used for decoration but weren't actually visible.
-Added Areaportal entities for optimization.
-Added props for decoration.
-Added Team decals for decoration.
-Added func_occluder brushes for optimization.
-Changed the fence to the left of the main shutter from a brush to a displacement.
-Replaced nodraw textures with dev textures on brush faces that can be seen during normal gameplay.
-Added nodraw textures on faces that aren't visible during normal gameplay.
-Added player clip brushes on the pipes at the right side so that players don't get stuck on the pipes.
-Fixed some misaligned props.

Update: 22 Sep, 2021 @ 3:41pm

Version a3a:
-Added a custom "Soldier bombing" decal to the left side behind the fence.
-Added a custom subway station sign referencing the mvm map Mannhattan.
-Set fade distance for some props that didn't have them.
-Added some props for decoration.
-Increased lighting in the decorative area near the flank balcony.
-Added non-playable areas for decoration.
-Added more Hint/Skip Brushes for optimization.
-Added Soundscape entities.

Update: 21 Sep, 2021 @ 2:50pm

Version a3:
-Map name has been decided, I've chosen the name "Metropolis".
-Changed the medium health packs at the point to small ones to make it harder for teams to defend.
-Nerfed a potential sniper sightline from right side to point.
-Lowered the fence on the left side to make it easier to rocket jump over.
-Moved the wall of the Sniper balcony backward and widened the windows in order to make Sniper slightly more powerful on offense.
-Changed the small ammo pack in the flank balcony to a medium one to help spies with cloak regenerate cloak.
-Added 2 small fences at the ramps leading to the point to serve as cover for teams approaching the point.
-Separated ammo and health packs a bit more to avoid players accidentally taking ammo or health when they didn't want to.
-Replaced some of the crate props with brushes to improve gameplay.
-Decorated Team spawns to look like subway stations.
-Added some props on top of the boxes near the bridge on the right side to avoid a potential Sniper sightline.
-Changed skybox texture.
-Added Areaportal entities tied to the spawn doors.
-Added non-playable areas for decoration.
-Changed the boxes on the left side to a more conventional wall.
-Lowered the doorway from the right route from spawn to the right side to avoid a potential Sniper sightline.
-Added some props for a bit more decoration.
-Fixed an issue with brush faces not drawing when approaching the crates near the flank balcony.

Update: 15 Sep, 2021 @ 7:35am

Version a2b:
-Added more nodraw textures on faces that aren't visible.
-Added more props for decoration.
-Tidied up some sloppy brushes.
-Replaced some dev textures to proper ones in areas that are for decoration.
-Tidied up the Skybox.
-Deleted unnecessary clip brushes.
-Removed Sniper sightline from the shutter doors at mid, to the left route from from spawn.

Update: 13 Sep, 2021 @ 1:06pm

Version a2a:
-Lowered the arch above the point.
-Removed the angled walls near the point.
-Extended Sniper Balcony forward to be in line with the fence on the left and to provide teams with a bit more room under Balcony.
-Altered the left route from spawn to remove a Sniper Sightline as well as make the left route take slightly longer.
-Altered the entrance to the main room to remove a Sniper Sightline and make the route through mid slightly faster.
-Closed up the Skybox around the Spawn area for better performance and faster compile times
-Added some nodraw textures on faces that aren't visible.
-Removed unnecessary clip brushes.
-Fixed some overlays not appearing.
-Fixed some incorrect clip brushes.
-Fixed some incorrect Hint/Skip Brushes.
-Fixed an issue regarding stickies being able to be placed at the doors and having them stay in place in midair.

Update: 12 Sep, 2021 @ 11:02am

Version a2:
-Changed the walls on mid to fence props
-Made mid less wide
-Moved the flank entrance from the middle, behind the wall, to the left.
-Added more health and ammo packs.
-Added a bridge from Sniper balcony to the Flank balcony. Also added an extra crate so that other classes can make it to the flank balcony.
-Removed some broken sniper sightlines.
-Added a 2nd exit to both spawns.
-Elaborated on the area right outside of spawn.
-Added a big wall on top of the point and an arch near the stairs that lead to the sniper balcony to avoid Demomen doing a double sticky bomb and instantly bombing.
-Moved the fence on the left side a bit forward and also shortened it so that it's a better area for teams to hold and fall back to.
-Elaborated on the routes from spawn so that it's easy for a team to rollout, but have enemies take longer to reach spawn. Mostly did this to deter spawn camping.
-Added cover walls near mid.
-Added a func_nobuild entity near the shutter doors on mid to avoid engineers abusing it by wrangling a sentry and just opening and closing shutter.
-Added cover to the left of the shutter door, underneath the sniper balcony.
-Added more cover on the right side so that teams are protected if the enemy team decides to hold very aggressively, forcing them to back up so that the enemy can move forward, giving them a chance to actually do damage.
-changed one of the railings of the flank balcony into a fence. Snipers could just stand on the flank balcony and could basically shoot the exit of the route to the right. (Other changes were also done to fix this)
-Optimized the map with Hint/Skips and Area Portals
-Decorated the map a bit more. I've settled on a theme for the map for the future
-Added a small lip to the windows of the Sniper Balconies so that it's easier for soldiers to get onto the window and take out the sniper.

Update: 10 Sep, 2021 @ 11:19am

Version a1:
-I made the map.