Team Fortress 2

Team Fortress 2

Fifthcurve
Showing 1-6 of 6 entries
Update: Mar 6 @ 2:13pm

RC1 release
- Brought in most of the good changes from official halloween version, Brimstone
- Fixed a crack in displacement between A and B path
- Fixed door in blu 2nd spawn being able to be opened by RED, but not enter in
- Fixed being able to stand on a blu 2nd spawn door to ambush people
- Fixed some props fading out too soon
- Changed some railins from white to dark
- Improved clipping all over the map

Update: Sep 6, 2016 @ 11:18am

- Fixed missing texture
- Removed one way door and stairs, added drop down area.
- Improved clipping
- Added initial bot navigation
- More small fixes and improvements

Update: Aug 6, 2016 @ 1:30pm

- Changed BLU 1st forward spawn a bit. Now you won't get stuck to the landing door, because there isn't one. After the spawns change when 3rd CP is capped, you will simply get a door open and the back, long leading ways will be locked. You will have arrows to point you into correct way, as well as the spawnpoints will change to point that direction.
- Removed plank path up towards the balcony near last from RED due to it adding cluttered gameplay.
- Lots of small fixes and texture alignements.

Update: Mar 27, 2016 @ 4:28pm

- Added new door out from BLU 1st forward spawn
- Remodeled the BLU 1st forward spawn and BLU 2nd forward spawn, connected 2 spawns into one. Spawns dynamically change depending if B, C or D has been capped.
- Closed off doorway to C from near B area
- Adjusted respawn times on last CP area (E)
- Adjusted respawn times on C cap area
- Added additional models few places within the map
- Fixed texture errors

Update: Mar 21, 2016 @ 12:28pm

- Moved BLU third spawn to change only after D has been capped instead of C, liked it used to be
- Added new flank route for BLU to the cap C area, which opens after cap C has been capped
- Added some height to some rooms
- Added few props to high areas to tell players that they are not accessible even with rocket/sticky jump
- Removed some props from the map to make it less busy looking
- Changed respawn times after C has been capped
- Fixed few overlays being out of place
- Fixed few hovering models
- Fixed some soudscapes not playing correctly in some areas
- Continued optimizing pass
- Several miscellaneous changes all over the map

Update: Mar 19, 2016 @ 6:33am

So many changes to list here. Do not look back, try the new one!