Team Fortress 2

Team Fortress 2

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Update: 7 Oct, 2018 @ 10:25am

After another playtest, some further adjustments and slight fixes

- Added more space between bumper cars at the starting area
- Added Merasmus counting from five to one during round start
- Added a teleport that takes people further back to track from the pit, if they drive down in a trap at the end slope upwards
- Added Soul Gargoyle spawn position
- Fixed one gravestone (ha, ha) model to be solid instead of non-solid
- Fixed more visible texture alignments
- Fixed a bug in underworld where players were able to see blank white, outside of the map
- Adjusted lighting to be more bright in some areas of the BLU first base
- Adjusted fade distances of some models
- Improved clipping on few doorways sides
- Nodrawed some more faces in the underworld area that illuded my eagle-eye before
- Tried to exchange the bumper car hud with no success :-(

Update: 4 Oct, 2018 @ 10:05pm

- Fixed bumpercars causing lagging on the next round, they now should init correctly with the minigame itself instead of trigger
- Fixed payload cart not being totally directed forward, was off 0.5 degrees
- Fixed a case where player was left alive when he should have died near the pond area outside fence, outside of the map
- Fixed non-solid tombstone in underworld to solid
- Fixed merasmus from spawning in underworld after either team had already won the game
- Fixed players from hitting block in thin air after 1st point if they rocketed/stickyway'd towards the stairs up
- Moved underworld later coffin/door exit for BLU little outside the building
- Changed a railing to non-solid near B site
- Slightly increased explosive pumpkin bomb spawn timer
- Added missing soundscape file

Update: 16 Sep, 2018 @ 2:58am

- Fixed last remaining console error from model vphysics (finally found you!)
- Fixed misaligned brush faces in the underworld
- Fixed displacement texture errors in the underworld and upperworld areas
- Fixed doorframe at the exit of BLU base tunnel being non-solid to solid
- BLU base inner sliding base door now opens after setup has ended if no one has opened it yet
- Changed one spell in underworld to common from rare
- Changed some more models to be non solid outside of the playable area
- Improved clipping on BLU 1st base and some other spots that needed it
- Optimized underworld framerate, improving it up to 8% (my machine 200-210 -> 220-235

Update: 2 Sep, 2018 @ 1:15am

- Enhanced the loot area that you can get into from monoculus death point
- Changed so that when you enter regular monoculus warp portal, you end up in loot area without special loot
- Replaced tree from the middle of the yard near the big cauldron with a pile of crates and pumpkins
- Repainted the small spell cauldron with a proper texture, no more cracks in it
- Fixed a bug where player could get stuck while spawning
- Fixed a spot sky high where players could stand on
- Fixed few texture errors
- Fixed some models fading out too soon
- Fixed some models not being visible at all directx levels
- Fixed a case where people would die once they use monoculus portal
- Fixed players sometimes not dying into the deathpit by getting stuck at the drop
- Fixed one of the underworld leading doors not to stick out of the wall
- Fixed all but 1 console error, that still illudes me
- Updated the mission texts to be more descriptive and scary
- Updated and improved bot navigation data file
- Optimized the map file size

Update: 22 Oct, 2017 @ 1:02pm

- Added new area for monoculus death loot
- Adjusted some props fade distances
- Adjusted lighting in some areas
- Improved visual look of underworld area
- Improved clipping in certain areas
- Slight improvements to the small cauldron texture
- Fixed players seeing into emptyness in underworld area while dead as ghosts
- Fixed few high areas where players could stand and stay
- Fixed potion smoke in payload cart being a bit off from bottle
- Removed skeletons that spawned after point capture
- Changed BLU base inside door behaviour, now it stays open after opened once

Update: 9 Oct, 2017 @ 1:20pm

- Fixed a clipping error that allowed players to get out of the map (Thanks Adenis!)
- Fixed door frame showing through near last area
- Fixed monoculus getting stuck sometimes behind the wall
- Fixed monoculus getting stuck at the trees
- Fixed players sometimes dropping off to their deaths by using monoculus portal
- Fixed players dropping to death in purgatory when they had too much velocity
- Moved 2nd spot where BLU team spawns from underworld
- Added some spooky overlays

Update: 1 Oct, 2017 @ 11:09am

- Fixed a crashbug that was accidentally introduced in the previous patch

Update: 1 Oct, 2017 @ 8:51am

- Fixed issue with particle effects not loading properly

Update: 1 Oct, 2017 @ 8:27am

- Added railing next to hill between B and C points. Prevents players jumpin directly to platform from hill side
- Incresed time on the clock, now underworld area opens less frequently
- Lit up some more windows in the map
- Added a blocker to prevent unwanted shortcut taking in the race in underworld
- Added skeleton(s) to spawn after each cap
- Added a bone cracking capture sound
- Added effects for each capture event
- Merasmus now appears earlier in underworld race - if you dont race and just clown around, you wont survive!
- Fixed texture error on floor spot near last area
- Fixed coffin teleporter being active for a second later even when the top was already closed
- Fixed cart hitting ground at certaina areas, causing rumbly effect

Update: 28 Sep, 2017 @ 2:38pm

- Added additional screen markers for bumper car beginning
- Fixed clipping error on hill after 1st point
- Fixed round ending when last player alive in underworld from a team died inside underworld
- Fixed sawblades spinning the wrong way
- Optimized map bit more