Team Fortress 2

Team Fortress 2

Spookment
Showing 1-7 of 7 entries
Update: 25 Jun, 2018 @ 12:40am

-Lighting rework, looks much better now
-Optimisation
-Skeletons!
-"All-out" event: (very) low chance for all bosses to spawn at once
-Texture work across most floor areas
-Nice new end-of-round transition effect

Update: 7 Jun, 2018 @ 5:30am

-Fixed several props not animating/appearing properly
-Altered spawn rates of bosses
-Improved the lava areas in the spawn courtyards (now actually sets you on fire!)
-Enabled spell HUD (finally)
-Ghosts now spawn on point capture
-Additional effect for point capture
-Added extra geometry for the spawn building
-Added some extra props and moved others
-Added/altered some additional geometry in out-of-play areas

if you're wondering where "merasmus gets bored" has gone, that actually developed too big for the map to handle, crashing the game when it's triggered. Instead it will be its own map, coming soon™.

Update: 4 Dec, 2017 @ 4:21pm

-Added map photos
-Optimised map file

Update: 29 Nov, 2017 @ 6:08pm

-Merasmus now works woohoo
-Spell machine still broke
-Lighting improvements on bricks for blu buildings, still has problems though

Update: 27 Nov, 2017 @ 6:09pm

-minor lighting + nav improvements

Update: 26 Nov, 2017 @ 9:53pm

-Re-did most of the map, focusing on the point area.
-Bosses now spawn at a fixed interval, rather than randomly.
-Only one boss can be active at a time
-Many lighting and clipping fixes (still some lighting improvements to come though)
-Merasmus is still broken lol
-Skybox renovated
-Lava and underworth 'hurt' values adjusted to be fairer to the player

Update: 20 Nov, 2017 @ 2:57am