Team Fortress 2

Team Fortress 2

Terror
Showing 1-9 of 9 entries
Update: May 24, 2021 @ 4:32am

- Underworld overhaul, now more visually pleasing and rich
- Added kill trigger to underworld so players wont try to stay there forever
- Added some minor details to the map
- Door in front of RED 1st base is now closed, opens when CP1 is capped
- Improved visual look on some areas
- Fixed remaining RED players inside respawns not being teleported to new one when spanws change
- Fixed RED 2nd base not locking when they move off to 3rd base
- Fixed cart riding players getting stuck in bridge between CP2 and CP3
- Fixed some more too soon fading props
- Fixed some hovering windows
- Fixed some models being non-solid
- Fixed odd shadows on some overlays
- Fixed misaligned displacements
- Improved clipping around the map
- Optimized the map regarding resource/asset usage and filesize
- Updated nav file to match changes within the map

Update: Jan 29, 2021 @ 8:09am

First improvement update. Will still likely do another at this fall at latest.

- Improved BLU 1st base visual look inside
- Improved BLU 2nd base visual look and structure indoors
- Improved RED 1st base inside and outside area visual looks and structure indoors
- Improved RED 2nd base visual look
- Improved RED last base visual look
- Overall gameplay changes tweaking movement and clipping in certain areas
- Lowered sideroute from higher to lower between CP1 and CP2
- Fixed BLU last base door block opening before CP4 was capped
- Fixed several too soon fading props
- Fixed merasmus zap coming from last area instead of first one in first of the round
- Optimized the map more, average fps increase 10-15% and even more in certain areas
- Updated nav file to be inline with the changes
- Several changes and improvements that i dont remember to list.

Update: Oct 4, 2020 @ 9:46am

- Added missing navigation file for bots

Update: Oct 4, 2020 @ 7:05am

- Added somehow missing resupply cabinets to the last RED base
- Added some additional details some areas of the map
- Fixed some textures being misaligned
- Fixed some clipping issues
- Some undocumented changes I dont remember

Update: Oct 1, 2020 @ 9:40pm

- Heightened passage on last area towards right side passage seen from RED base
- Widened some doorways to be more wide
- Fixed many out of the map and clip exploits (Thanks Boonie!)
- Clipped underworld so players wont get places they shouldnt be
- Displaced part of the ground more
- Fixed one case of health / ammo not being marked
- Repositioned some of the exploding pumpkins
- Updated bots navigation file

Update: Sep 27, 2020 @ 8:46pm

- Rotated last BLU base spawn direction a bit
- Made a way under slope near BLU base, you can now jump up from under it.
- Made underworld hurt the player a bit less
- Made some part of the map more lit
- Fixed some parts of the map creating unneeded visleafs
- Fixed some health/ammoboxes not having visible patch stain under them
- Fixed missing target on RED 1st spawn teleport change for idle players
- Fixed black corner in RED last base area
- Fixed 3 non solid models from last RED base
- Fixed hovering lamps near BLU 2nd base
- Fixed hay growing through building floor outside of playable area
- Fixed many props fading out of sight too soon
- Fixed ground showing in air when looked through window back of BLU 1st base
- Fixed a spot where bots would get stuck
- Really added the loading screen images this time

Update: Sep 27, 2020 @ 11:36am

- Improved visual detailing of last RED and BLU bases and RED first base
- Improved visual detailing all around the map for so many places
- Widened some doorways between C and D points and elsewhere of the map
- Fixed RED 2nd spawn not changing earlier than it should have (changed upon cp3, not cp2)
- Fixed bug after C cap where wood was coming through the wall and blocking player.
- Fixed railing being non solid near D
- Fixed many textures from being misaligned
- Lots of slight fixes and improvements all over the map
- Adjusted respawn times slightly
- Repositioned some of the exploding pumpkins
- Added loading screen images
- Added map description file
- Added improved navigation for bots and i will tune this up later to the max

Update: Sep 25, 2020 @ 9:05pm

- Added more details to make map look more visually appealing
- Added markings under ammo / healthbox places (half of the map, other half in the works)
- Streamlined more the indoor area between BLU starting area and cap point A
- Streamlined more the indoor area near RED 1st base
- Fixed odd shadows on some tracks of the paylaod cart
- Fixed model draw distances, some fading too soon or late
- Fixed lots of misaligned textures
- Fixed transparent rooftop near last area
- Fixed case where players would get stuck after teleporting to certain spot
- Fixed wrong colored leaves
- Fixed bad lightinn on some models
- Fixed displacement crack in last BLU base
- Fixed many props being non-solid
- Repositioned some of the exploding pumpkins
- Tuned down merasmus magic time a bit, now magic happens less often
- Clipped all stairs and such that you could bump into
- Added proper clipping indoors (still partly ongoing)
- Continued detailing of some areas (still ongoing)
- Continued lighting pass (still ongoing)


TODO:

- Finish the rest of the ongoing*
- Optimization pass, adding additional hint/skips and some more areaportals
- Navigation for bots

Update: Sep 23, 2020 @ 12:30pm

Initial release. Will add more stuff in the next 2-4 days.

- Visual detailing of some areas
- Proper clipping of whole indoor areas
- Model draw distance tuning on outside areas
- Lighting pass - making some of the more dark spots more lit
- Optimization pass, adding additional hint/skips and some more areaportals
- Navigation for bots