Team Fortress 2

Team Fortress 2

Futura Town (Payload)
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Update: Sep 8 @ 9:11pm

Beta 7

Layout Changes:
-Removed one way door from Blu Spawn Hotel
-Added a staircase to the former Blu Spawn one way door outside area
-Widened the entrance from the Hoppen Car Dealer (from Red base)
-Removed one entrance from the Hoppen Car Dealer (to the house/cinema)
-Added one door on the Hoppen Car Dealer ground floor
-Added more fences to prevent "headglitches"

Other Changes:
-All doors on StoneAge timeline are fully modeled instead of brushes now
-Added StoneAge control point models
-Map now only has 3 capture points instead of 4
-Increased capture time bonus and initial time
-Increased the Cowfé ceiling to avoid confusion as if it could be climbable
-Changed slightly payload car color to off-white blue instead of beige and green wheel rims instead of blue
-Changed Supply Lockers to light grey to resemble better the regular Locker
-Fixed having to "double dip" the payload in order to push it after teleportation or recess
-Players cannot stand on top of the big portal/gateway on middle anymore
-Several minor fixes, including nobuild areas, small geometry tweaking etc

Update: Sep 5 @ 8:43pm

Beta 6
-Edited Vscript to improve player teleportation, including dead players, between both timelines, regardless of server side inconsistencies

-Added basic support for bots

-Tweaked health and ammo pack placements

-Added +30 seconds on each captured point compared to earlier version

-Last capture point captures 2x faster

Update: Sep 5 @ 2:44pm

Beta 5
Fixed Vscript not teleporting players on some instances

Update: Sep 5 @ 9:44am

Beta 4
Fixed last point RED team not being able to win after overtime
Added path overlays in stone age timeline
Edited payload speed
Edited placement of health and ammo pickups
Changed last point to a shallow lake instead of a deep one for a broader conventional gameplay area
Added extra doors
Edited animation on the Time Machine model to actually sit on the ground while time traveling
Minor improvements in geometry and displacements

Update: Sep 4 @ 12:20pm

Beta 3

Fixed door in Red respawn not being able to go through (current timeline)
Fixed corridor in Red respawn being able to see the map through (current timeline)

Update: Sep 3 @ 6:39pm

Beta 2 -
Fixed lava, instead of insta kill, now it deals 30 damage per second.
FIxed some holes and stucking in the map
Fixed inconsistencies in the payload speed
Added placeholder stoneage payload capture point holograms
Minor polishing

Update: Sep 3 @ 12:57am

B1 - First public release