Team Fortress 2

Team Fortress 2

Helltrain (Timed CTF)
Showing 11-20 of 27 entries
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Update: 16 Aug, 2018 @ 11:49am

Update rc10:
-A little bit more hint skipping, to make lower spawn, main, and boiler better
-Got rid of 1600 unnecessary faces on models
Finally done?

Update: 16 Aug, 2018 @ 6:01am

Update rc9: Huge optimization improvements!
-Propper hint/skips
-Made some windows into skybox brushes to seal them off, as all you could see through them was the skybox
-Removed 10 area portal windows because ^
-More prop fades
-Major geometry cleaning pass, no longer embarassing :]

Update: 14 Aug, 2018 @ 10:05am

update rc8:
-A ton of clipping fixes
-Fixed visible nodraws
-Portal timing fix
-Made some more brushes fade for performance
-Significantly increased the front wheel model performance
-More ghost sounds
-Made the spiral staircase models better
-Texture fixes

Update: 12 Aug, 2018 @ 5:44pm

Update rc7:
-Cleaned some geometry
-Fixed a visible nodraw
-Texture fixes on the boiler
-Clipping improvement by the slide
-Made some brushes fade for performance
-Fixed a soundscape issue
-Added some more mid lighting
-Better piston lighting
-Better portal timing
-Cleaned up a model

Update: 9 Aug, 2018 @ 8:13pm

Update rc6:
-Fixed a visible nodraw

Update: 9 Aug, 2018 @ 5:54am

Update rc5:
-Significantly cleaned some brushes
-Nodrawed a bunch of non visible faces
-Optimization of some beams
-Fixed some textures
-Added collision meshes to some beams
-Fixed some beam lighting
-General indoor lighting improvements
-Fixed an animation issue with the eyes in the void
-Added detail to the outside of the trains
-Fixed the env_shake not starting sometimes

Update: 5 Aug, 2018 @ 12:08am

Update rc4:
-fixed some candle particles
-fixed some zfighting
-fixed part of a beam prop sticking out of the train
-Fixed some exploits reported in this video provided by "TheLazyCWriter"
https://www.youtube.com/watch?v=llPj0XNX4xE

Update: 4 Aug, 2018 @ 3:23am

Update rc3:
-Fixed an exploit
-Fixed some prop lighting
-Added a clip to prevent fast capping

Update: 1 Aug, 2018 @ 10:48pm

Update rc2:
-Fixed some exploits
-Fixed the lightshaft in blue spawn not being mirrored into red spawn
-Fixed the lighting on some beams

Update: 1 Aug, 2018 @ 6:17pm

Update rc1:
-Added more detail on the bridge, roofs, and inside the trains
-Fixed some prop placement
-Fixed some floating brushes
-Fixed and added clips to the top roofs, because snipers could abuse the high jump from the wheel of doom and get up there
-General lighting improvements in various places
-Now the top of the train doesn't explode at 3 flag caps, but only when a team wins (If the server operator set for example, 6 flag caps to win, the top of the train would explode at 3 anyways, so now it explodes ONLY when a team wins)
-Significantly reduced the number of tris on some models
-Added collision meshes to some beam props to prevent evil sticky placement