Team Fortress 2

Team Fortress 2

MvM Atomic Ascent
Showing 1-2 of 2 entries
Update: 2 Sep @ 2:28pm

B1 -> B2 Changelog


Gameplay:

* Removed NOBUILD from top of gas station
* Removed NOBUILD from bottom of elevator shaft shortcut, now part of RED spawnroom
* Bot-accessible route to top of shipping containers
* Improved clipping on top of gas station
* Added alert for when gatebots spawn
* Added more cover at the frontline
* Added ramp for access to new highground at frontline
* Added extra nav_avoids for giants
* Adjusted nav_avoid and hints for snipers
* Adjusted the bomb arrows to properly account for the routes
* Adjusted the capture point control zone area
* Adjusted Tank B spawn position and tunnel
* Added spawnbot_first and spawn_first_road for better mission control
* Rebuilt the path logic & arrows
* Fixed some clipping that allowed money to fall out of the map
* Shortened the total length of the first combat arena
* Adjusted Robot Fields spawn position
* Rebuilt and refined the nav mesh
* Added nobuild to some spots that the buster can't reach
* Added cover on gas station awning/roof (helps bots assault troublesome spots)
* Added explosive minefield to front combat area (hurts both RED & BLU)
* Added skybox details

Aesthetics:

* Fixed some light prop fade distances
* Added detail to elevator ramp room area
* Added detail to mountaintop/final point area
* Added detail to RED spawnroom
* Added spectate cameras


TO DO IN B3

* Replace mountain displacement with prop
* Replace the dynamically scaled rocks with custom static props
* Correct shadow error in skybox by robot spawn

Update: 26 Aug @ 8:22pm