Team Fortress 2

Team Fortress 2

Midnight
Showing 1-9 of 9 entries
Update: 31 Aug, 2021 @ 2:03pm

- Added missing nav file.

Update: 19 May, 2020 @ 9:42am

The 2020 Halloween update, general quality of map patch

- Fixed 1st base door allowing players going through into the RED base
- Fixed spots in the sky and rooftops on which players could stand on
- Fixed a hole in underworld where you could get under the map and die there
- Changed spell behaviour, they now spawn only when points are captured. At midnight, portall to the underworld will open where you can get rare spells
- Added visual effect at spell spawn time
- Removed Merasmus from underworld spawn option, now players duke it out against horseman or skeletong kings and their minions, as well as each others
- Improved clipping all over the map
- Blocked off pipe to stand on from beginning of the map at the start
- Added a route to last BLU spawn area through jumping of crates, pumpkins and coffins
- Increased lighting on some dark spots
- Increased RED team spawn time by 2 seconds after 1st cap has been capped
- Decreased points capturing time to 6 seconds
- Added soldier statue for Rick May, may he rest in piece
- Improved and adjusted bots navigation file
- Overall improvements to the map here and there
- Further optimizations to framerate and map playability

Update: 31 Oct, 2019 @ 3:03pm

- Retextured some of the map to be more darker and gloomier
- Remade some models to fit more within the map theme
- Remade RED 1st spawn area visually & added another exit
- Remade BLU 2nd forward spawn visually
- Adjusted the side route from BLU base to past A to be bigger
- Adjusted the indoor area between B and C points to be better
- Added few blue skeletons to spawn from the gallows upon point capture
- Fixed some fences being a bit seethrough
- Fixed some early prop fades
- Reduced texture memory usage within the map
- Lots of small fixes and improvements

Update: 6 Oct, 2019 @ 2:21pm

- Improved underworld loot area a bit visually
- Improved last E-area a bit visually
- Fixed odd model from 3DSkybox
- Fixed some rocks not being dark in 3DSkybox
- Fixed fog not being enabled in 3DSkybox
- Fixed displacement crack near last E area
- Fixed tree from hovering behind BLU base
- Adjusted some more prop fade distances
- Updated navigation file to reflect recent update changes

Update: 5 Oct, 2019 @ 11:06am

- Lit up underworld more
- Tweaked fog in main world
- Tuned up RED final base visually
- Fixed displacement texture being off
- Fixed displacement revealing nodraw under it
- Fixed few hovering pumpkins
- Added additional details
- Improved clipping
- Further optimization

Update: 29 Sep, 2019 @ 9:18am

Huge list of improvements and fine tuning.

- Made BLU forward spawn 1 to look more scary
- Made BLU forward spawn 2 to look more gloomy
- Made RED first spawn to look more creepy
- Made RED 2nd spawn area to look more dark, scary and gloomy
- Repositioned some spawns in RED last spawn area
- Added something freaky as an option to underworld end area
* Now you encounter either HHH, Merasmus or this
- Widened the indoor pathway between cp2 and cp3
- Added visual effect for point capture events
- Added visual effect for midnight clock effect
- Spellbooks are now permanent untill picked up by a player, unless its midnight when they disappear
- Enhanced and retextured ground near last area to blend in better
- Tweaked lava flow speed
- Fixed balcony lift prop having no collision within the map
- Fixed many dark places from having poor lighting
- Fixed corrugated metal plates being too dark
- Fixed black sign near CP 1
- Fixed some displacements being wrongly positioned texture wise
- Fixed spooky eyes not moving, only staring
- Fixed underworld portal wells from being able to be build and trapped
- Moved hanging pumpkin a bit more up near CP2
- Repositioned some of the exits from well-entered hell in some areas
- Optimized map
- Further clipping improvements
- Several other fine tuning and fixes here and there all over. Seriously, too many to add and remember!

Update: 18 Sep, 2019 @ 2:58pm

- Decreased map size between points 2 and 3 in more remote area near waterfall
- Remade indoor area between points 2 and 3 for gameplay reasons
- Removed chickenwire from BLU 1st spawn
- Moved spawns more backside of the base in the last BLU forward spawn
- Added missing annoucements when points are being capped
- Added small healthpacks to underworld
- Added medium health near waterfall
- Added small health near CP1
- Fixed players getting possibly stuck on shortcut when point 3 is captured
- Fixed leaves at cap 4 not being fully placed
- Fixed cap 4 spec cam position from showing to old location
- Fixed movement issue near point 4 stair spots
- Fixed first CP having too much L's in the point name
- Fixed floating sign near C point
- Fixed cracks in some underworld displacements
- Fixed some railings being white instead of dark
- Fixed RED team from not teleporting right away from spawn when CP2 is captured
- Func_detailed some brushes that were not as such
- Improved clipping within the map
- Added nice effect to the book escape cave
- Optimized the map some more in several places
- Updated nav file to accommodate changes and improved it for bot movement

Update: 15 Sep, 2019 @ 11:38am

Updated to RC2. changes are as follows:

- Moved cap 4 to bit more open area, rebuilt scenery around it
- Continued detail pass and optimization process
- Changed HHH spawn only once, not twice in the underworld
- Removed Monoculus for now as an option at the underworld end boss
- Improved clipping in the underworld and main world
- Fixed control points platforms not being shown as RED on round start
- Fixed typo in underworld text (Thanks Adenis!)
- Fixed players from being able to stay underworld forever, if the boss is dead and escape is available
- Fixed some wires from being affected by a wind, leaving static props in the air
- Fixed other side of cliffs showing transparent on outside area of the map
- Fixed missing texture
- Updated nav file to reflect changes

More to come !

Update: 13 Sep, 2019 @ 12:27am

First release.