Team Fortress 2

Team Fortress 2

Preposterous
Showing 1-4 of 4 entries
Update: Apr 22, 2018 @ 3:02pm

-A bit more artpassing, mainly in the transition building (with some slightly improved lighting).
-Minor clipping fixes (+other fixes).
-Optimization improvements.

Update: Mar 31, 2018 @ 6:20pm

So this is the first map I've made that's gotten all the way to RC1. I'm very excited, so... let's look at that changelog!

-Detailing is effectively complete.
-Added cubemaps.
-Added in a "pump status" system: screens around the map will show the team's pump systems depending on if they've captured the control point or not.
-Complete and total lighting overhaul. The map no longer looks like Call of Duty.
-Added nobuild to the towers so engineers can't build teleporters or sentries and camp the enemy team with basically no resistance.
-Added a cubby hole to the back area with some health.
-Added a small health pack to the top area to get people to spread out on that platform more.
-Cut the length of the spawn room's awning in half to make it easier for rocket jumping soldiers.
-Improved clipping.
-Altered the map's rock textures.
-Did a bit more optimization.
-Changed the pipes that go between the towers.
-Made railings not have any bullet collisions.
-Got rid of a weird looking brushwork railing and replaced it with a more standard railing.
-Made the map more better.

So yeah, like I said, I'm very excited to have finally gotten this far. I'll see you guys for the next one. But now, I think I'm gonna take a little break.

Update: Mar 18, 2018 @ 5:19pm

-Packed in construction pack assets, since VIDE didn't do that last time for some reason.

Update: Mar 16, 2018 @ 6:34pm