Team Fortress 2

Team Fortress 2

Hightower TDM CG
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Update: 10 Dec, 2018 @ 12:33am

plr_hightower_tdm_cg3:

- Fixed reported lighting bugs
- Fixed teleporter spins being silent
- Changed bottom hill ammo to full
- Added a teleporter to the bottom well that teleports back to spawn
- Minor fixes
- Nobuild extended around door gates
- Fixed aggressive fade dists on spawn models
- Replaced important stair clipping with blockbullets
- Fixed missing stair clipping on BLU side upper hill
- Fixed improper reflections at canyon tower
- Texture memory optimization
- Minor detailing & final polish easter egg added

Update: 4 Dec, 2018 @ 12:11pm

plr_hightower_tdm_cg2:

- Rule board cannot be sprayed on anymore
- Fixed players walking behind the canyon rock
- Sewn hole in ground by BLU's water and other minor areas
- Prevented jumping to higher roofs on RED side
- Turned lower middle's lampole on
- BLU roof pipes are now solid
- Changed each team's hill small health pack to medium
- Sentries can no longer be built on the hightower's 3rd floor and above
- Blocked off uninteresting view atop BLU's sniper roof.
- Blocked off jail entrance on BLU sniper deck, players can't trap themselves anymore
- Spawn handrails are now solid
- Fixed texture stretching in BLU spawn
- Removed access to second roof around RED sniper tower, now requires explosive or double jumps
- Clipped RED spawn ceiling.
- Disabled control point hologram sounds
- Decreased lightmap scale on RED hill roof
- Teleport to the bottom water well added at the back of spawn rooms
- Minor aesthetic and sound adjustments & fixes
- Nobuild removed for secondary spawn exits
- Texture memory & lightmap optimization
- Added missing clipping to BLU tunnel stairs
- Fixed the top door grate of spawn exits opening on touch
- Optimized visclusters

Update: 26 Oct, 2018 @ 9:23pm

v2:

- Increased fidelity of loading screen photos
- Fixed pipes missing from BLU spawn
- Removed back spawn clipping
- Mining house brightened up
- Fixed upper blu catapult missing target & improved its clipping
- Added a plank on the upper blu roof
- Fixed some bottles not being physics objects
- Lowered death brush for canyon
- Added another catapult at the canyon
- Fixed some lamps not being on
- Split pit in middle hightower
- Added server board in spawn
- Texture memory optimization
- Fixed deleted details
- Added mission briefing

Update: 25 Oct, 2018 @ 2:32am

plr_hightower_tdm_cg (Workshop release)

- Time has been to set to dawn / caldera
- Fixed catapults not working & changed appearance
- Billboard sign added
- Texture memory & Lightmap optimization
- Dropdown added to hightower middle
- Brightened interior hightower
- Added launchpads to reach higher roofs
- Added a new sniper tower for RED side
- Removed teleporters
- Replaced alternative spawn exit with Helltower's
- CG logo added to map
- Clipping improvement
- Carts now use the EOTL payload model
- Hightower now fades to orange at the top
- Fixed overlays not being used
- Sped up canyon platforms
- Bridges added to the canyons
- Added color correction
- Added small healthkit to the top of the hightower
- Fixed areaportals entirely
- Fixed texture alignments
- Moved observer points to clearer ramp view
- Widened red ramp to roof
- Recreated from scratch any problem areas from decompiling

Community Material Authors:
Shaar - Caldera skybox