Team Fortress 2

Team Fortress 2

Temple of Donger
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Update: Jul 30, 2018 @ 6:48pm

Uploaded v50 to the workshop; Revised thumbnail.

v50 includes:

- New features -

New Locations:

• The Labrynth - Yes.

• The Terror Tower - A bigger, more daunting gauntlet that is built upward.

• Bathhouse / Villa - An end to a big enough map - cool place to hang out and wraps everything up nicely.

- Gameplay Changes -

• Map-wide adjustment to wall torches - no more collision, this will allow for better map movement

• Additional Clips have been put to smooth movement along certain odd-walls

• Some healthkits and ammo boxes have been moved around/switched, and the boxing arena (since it already has resupplies accessible to both teams) has had them removed completely

- Logic Changes -

Boxing room:

• Reworked boxing arena logic (melee-strict damage and melee locking only applies to inside arena, and you can now go crazy and kill each other with guns all you want in the room (dunno why I didn't do this in the first place)

• You can now build in the boxing room, but not in the arena for obvious reasons.

• Added melee filters to the boxing buttons due to the newer weapon availability.

Spawn:

• Tweaked spawns, so you should now only change class in the center of the main room without dying, etc, and you can now build buildings in spawn.

These changes were applied to be more consistant with other trade maps, and to streamline more gameplay in the map, so you can build in advance before leaving spawn, kill freely without all the confusion of where people can take damage. You can also let spies inside to grief your team as well, however the damage trigger for being an enemy in the wrong spawn spot is a lot less forgiving.

- Appearance Changes -

• A slight dusty fog has been added - must and all

• Map-wide texture-art pass: Through in a couple more bricky textures to make the map less one-textured-y and tweaked a few areas that felt off

• New and updated sound credits in the telehub

- Sound Changes -

• New music for the new areas - as always

• Some music tracks have been adjusted to loop better, sound louder, and were adjusted to be shorter loops, which makes them smaller in file size

• King Dedede's boxing track has been swapped

• Crystal Cave theme has been swapped for the indoor version -- couldn't properly loop the OG Crystal Cave theme

- Cubemaps -

• This map is still normal (LDR) and features simple cubemaps - will test HDR soon because of the recent addition of fog - it might make the map less retina-burning

• Rebuilt cubemaps again

- Optimization -

• Areaportals have been added to help performance on the map, they have been applied to the spawn and many other areas that are inter-connected

Update: Feb 19, 2018 @ 10:33pm

Uploaded v25 to the workshop; Revised thumbnail as always.

v25 includes:

New Areas:

The Tomb:

To get here you have to just use your eyes when wandering through the temple innards, to fully explore it you will need to answer some riddles...

The Bar:

A cool hang-out area you can only access once you unlock it through the tomb. I tried something cool with it and hope you'll like it.

Spawn changes:

- If you noclip into spawn you will no longer impode.

- The second doorway in both spawn in now locked off, wonder where this could be opened...?

Map-wide changes:

- Some more detailing in blander places and optimizations using nodraw and discovering all the messy brushwork I did. I can compile faster which is nice.

- You'll notice vents here and there; don't worry about them. Legends say the voices are coming from the bars in spawn. You can even hear their screams from the jumppads....

Major Boxing arena changes:

- You are now able to fully control the locking mechanism of the boxing arena with two buttons where the old one used to be.

- The arena also now opens and unlocks automatically if everyone either dies, or the arena is just somehow empty.

- The secret boxing arena window room has had a slight overhaul in regards to furnitures and textures, and the button to change the music is now gone - - the only way I was able to have both the self-unlocking arena, and the toggle-able doors was by removing this unmanagable button that was just causing issues after issues.

- A small bridge and bleachers have been added to the top for more viewing pleasures, a couple railings. Nothing too big.

Texture Adjustments:

- Songlist overlay has been updated to accomodate new music additions.

- New textures have been added, and some brushes have had their textures adjusted because I'm petty and spend a ton of time on small details like that.

Lighting Tweaks:

- Switch from HDR to LDR - - Less file size for downloading less cubemaps, and since the map is no longer HDR it shouldn't burn our retinas!

- Certain areas have been given additional lighting to brighten them up; others are just the same.

- Lighting is very different and less colorful, but RETINAS.

Cubemaps:

-Rebuilt cubemaps for the map as always, reduced the sizes of some where it shouldn't affect reflections as much for less file size.

Update: Jul 16, 2017 @ 8:34pm

Uploaded v17 to the workshop; Revised thumbnail as always.

v17 includes:

Major Boxing arena changes:

- The duration of each round in the ring is 45 seconds, and now randomly chooses one of five battle themes and and provides low rumble that applies a much better effect for fighting.

- You are also now immune from all damage sources while in the boxing arena, and you know will only take physical damage.

- You are less likely to pull out guns in the boxing arena.

- Map randomly picks from the two base themes in the boxing arena to play first upon loading! More will be added for variety in the future!

*Known issue with boxing ring currently*

- The button to change the base soundscape is having issues working, will fix it soon!

- You get stuck in the "in progress" overlay instead of killed when someone initiates a battle.

Bigger skybox:

- Much better looking terrain that looks more appealing and interesting, looks just as good if you take the skybox tele. I wasn't very fond of the original one.

Texture Adjustments:

- Songlist overlay has been updated to accomodate new music additions.

- Fixed some materials appearing as missing textures, whoops!

- Tweaked the spawn doorways to look less scary and more vibrant. Blue originally had blue lights, but seeing as the games engine doesn't like blue, and instead just made it pitch black, I just figured to take the few team colored lights right out and replace them with more torches. There's never enough torches.

Lighting Tweaks:

- Central platform and ground has slightly better lighting

- Cast shadows are supposedly longer by a smidge. Atleast that's what I set them to.

Cubemaps:

-Rebuilt cubemaps for the map as always.

- Added a few more cubemaps in where they might add some better reflections in places where they weren't available. Didn't test it too much but I feel that more is better.

Also if you like the songs I used for the new addition to the boxing arena, check out Domina! The game and it's soundtrack were created by just one guy, and it's fuckin' great. If resource management kind of games aren't your thing I'd still recommend checking out complete versions of the soundtrack!

Update: Jun 19, 2017 @ 10:16pm

Uploaded v15 to the workshop; Revised thumbnail as well.

v15 includes:

Fixed spawns set to 'any' in blu spawn; Red team would spawn in on the blu side, it's now fixed!

Properly embedded sounds for doors, pistons, and spears. More to come.

Soundscapes are much more dynamic, less areas where soundscapes wouldn't clear and songs would play in the wrong places. Should be much better now.

Tripwire now does not despawn and ruin the treasure room experience. Just remember you still have to jump over it!

Return tele is now available for the caverns secret tele.

The songlist overlay in the telehub now properly reflects ALL of the music used, and looks better too!

More no_build zones have been added to certain areas, to prevent further issues in the trek to the treasure room.

In the upper area of the main lift, Health and Ammo kits have been replaced with non-team restricted supply lockers!

Cavern skylight is much nicer looking, and allows cleaner light to come in.

Added some smaller detailing around the map!

Rebuilt cubemaps to accomodate map structure changes.

Update: Jun 12, 2017 @ 9:21am

Uploaded v13 to the steam workshop.