Team Fortress 2

Team Fortress 2

CP Sugar
Showing 1-3 of 3 entries
Update: 6 Nov, 2017 @ 2:22pm

Gameplay Stuff:
Added more room towards the back of first cp as well as accessable roofs which cannot be built on.
Added more clipping to surfaces players commonly got caught on.
Changed red spawns to prioritize spawn positions that make getting out of spawn more efficient (when cp1 is capped the spawns change to prioritize facing cp2).
Added a one way door out of red spawn leading to first cp, (once first cp is capped this door is disabled).
Fixed the red respawnroom trigger to fill the entire room as engineers could build by the respawn locker in the previous version.
Added numerous nobuilds on last and first cp to nerf many powerful sentry positions.
Closed the green hut's roof off at first cp.

Bug Fixes:
Changed breakable props at first cp to normal static crates.
Fixed floating props and tidied textures up.

Visual Improvements:
Displacements around the map have either been replaced or improved to make the map less blocky.
Grass areas are no longer square brushes and have been made into displacements.
Redesigned some areas to make the map look less blocky and bland.
Changed skybox from pink to turquoise.
Removed some props and textures (for example the cheese shop props) to reduce filesize.

Optimization:
Fixed skybox from being a box surrounding the map to only be where the sky is shown.
Added many hint brushes and areaportals for optimization.
Added more nodraw textures for optimization.

updated screenshots
ver rc3

Update: 8 Sep, 2017 @ 6:09pm

ver rc2

added lollichops to purple house at mid
fixed red respawn doors opening for blue team
fixed untextured posters and removed erronous prop

updated screenshots

Update: 7 Sep, 2017 @ 3:58pm

ver rc1