Team Fortress 2

Team Fortress 2

koth_hydrothermal
11-20 van 20 items weergegeven
< 1  >
Update: 28 jan om 8:31

b2b fixes a collision issue with the rock and removes some filesize bloat

Update: 28 jan om 5:38

_b2 version

mostly a detailing update (expanded vents and plumbing, made map messier, updated spawn room)
fixed some clipping issues
messed around with glass
other trivial changes to displacements and some optimisations
fixed deathpit not killing you

Update: 24 jan om 6:54

After almost a month, here is the first beta version of the map!

- Completely redid the lobby
- Visuals across the map have been polished up
- Spawn area was adjusted
- Moved garage around and how it connects into the map as well as largely refurnishing it.
- More connectors were built and dropdown was moved into the balcony room
- Some swaps were removed and/or swapped out for others.

These patch notes barely do the update justice. It has been a lot of work and I am proud to present the updated version.
The map is by no means done yet, but this has been a big leap forwards in the development of the map.
I hope you enjoy!

Updated screenshots soom tm

Update: 28 dec 2024 om 15:57

fixed dummy issues like

>made game mode work again
>replaced missing textures/decals
>adjusted propfades
>fixed shutter areaportals

Update: 27 dec 2024 om 5:58

a8, final alpha build.

big detailing update:
- more properly defined cliffsides in spawn area
- furnished spawn rooms
- added plants to tree planter
- redesigned buildings on spawn, added extra props, overlays, balconies, window and such
- added 'thermal' part of 'hydrothermal'
- added support structure to hallways
- added stuff to hallways to make them feel less empty / moved some things around
> removed cone zone :( ,in stead, added extra route ('cleaning supply closet') to balcony area
- moved half ammo inside
- added / moved around some boxes
> props added in spawn area
> changed some small things about the mid like the subtle routes to point
> marginal optimisations on filesize, compile time and such

Update: 22 dec 2024 om 1:33

>changed solidity of some props
>fixed floating props
>resolved some issues to do with packing custom files, changed some textures
>tweaked several propfades
>removed fences from mid, making the pit more hazardous
>slightly raised mid to reduce shutter-to-shutter angle
>changed shape of mid to allow spamming low ground
>slightly reduced top point capture size
>changed pixelwalk to rock jump, it now better communicates the option to the player
>raised oblixes & support structure (bc of the new mid height)
>some small changes to accommodate for new mid height. removal of one fence, extending of right wall


somewhat sizable update featuring some gameplay related changes to the mid as a result of a recent playtest
this should also fix missing textures (blame compilepal for packing hud files and then NOT packing normal files)

Update: 19 dec 2024 om 4:31

>added surveillance equipment to make hallways feel less empty

>fixed LOTS of emergent issues from touching hallways

>other minutia like changing lamp color tones, oversights that were the result of things done in a4/5 & some textures



this update features only tiny amounts of changes to gameplay, mostly in the form of 'you can now see through this window' and 'the windowsill is standable'

Update: 18 dec 2024 om 6:12

>added fence to tree
>added billboard
>changed some decals
>added top secret bpmb storage
>adjusted some clipping
>trivial optimisation
>changed metal texture to be rusty
>added parking bumpers

Update: 17 dec 2024 om 4:15

optimisation update
>added areaportals
>changed sealing of the map
map now runs better and takes up less space

>added some small other fixes like detailing, patching up holes & z-fighting
>reworked a jump
>other tiny stuff no one would notice

Update: 14 dec 2024 om 15:54