Team Fortress 2

Team Fortress 2

Nuclide
Showing 1-10 of 10 entries
Update: 2 Mar, 2023 @ 5:50am

Update: 25 Jan, 2022 @ 5:18pm

Update: 15 Jun, 2021 @ 4:47am

Update: 9 Jun, 2021 @ 7:46am

+Added new route into last
This new route is (from the defender's perspective) to the left of the capture pit, and provides attackers a relatively safe area to prepare an attack and take out several of the strongest sentry spots. However, this route is accessed via a short vent route (that connects the upstairs office, new route, and the jumppad) that is quite tight and is easy to defend.

This should shift the balance of last significantly, hopefully towards the attacker's favor, but it's yet to be seen.

+Minor detail changes
+Bug fixes
+More frogs

Update: 28 Jan, 2021 @ 10:38pm

Wow I'm really doing one of these each day huh?

-Redid Red's OOB area near the main base entrance
This area has suffered from a funky lighting issue for a while, so why not just remake it? So I did that. It's now also in 'map space' now, rather than the skybox. I may also do this for blue side later on, but probably not.

-Revamped the route from pool > last
This route was often unused apart from occasional flankers, so hopefully these changes make it a more enticing route to push through. The route from the boiler room into last lobby has been removed, to focus more on the route from pool > last, and the health + ammo in pool has been removed, though the boiler room now has a full health kit to make up for it.

-Revamped the route from garage > office
Previously this small route was awkward to look at, and navigate, so this should be a substantial improvement. A medium ammo pack has been added to encourage engineers to set up a forward hold there, but the medium health pack in office has been moved back slightly.

-Removed the full ammo pack in lobby
-Several texture fixes
-Several lighting fixes
-Several clipping fixes
-Minor particle adjustments
-Minor detail fixes
-Frog?

Next update is likely to be smaller than the last two.

Update: 27 Jan, 2021 @ 5:58am

I'd been thinking about doing an update for a while, and now i've finally gotten around to it. Enjoy!

-Removed elevator deathpits.
While these were pretty fun, they turned the underground route from a sneaky flank into last into a claustrophobic, rather dangerous route. With these deathpits removed it should be a bit safer to move through.

-Replaced ramp from 'underground > last' with a jumppad.
The ramp itself was rather steep, and made it so a sniper could hide himself well, while having a sightline onto both spawn exits. Changing this ramp to a jumppad creates new interesting gameplay strategies, while also solving the aforementioned problem.

-Changed blue's pool room from a cave to an indoor space.
The asymmetrical detail of blue's room being in a cave was cool, but since the cave itself was using hydro textures, it created a warm, reddish colour palette which was confusing seeing as how it was a room in blue territory. It now looks a lot more similar to red's room, but with enough of its own detailing to look distinct.

-Added some extra detailing to the capture pit.
Previously, the pit was just that, a pit. Now it's got a little something at the bottom so it's not too boring, and also adding a bit of storytelling.

-New custom particles.
I've made some new particles for both 'pool' deathpits, as well as the capture pit, and the vents in blue's new pool room.

-Minor clipping fixes
-Minor audio fixes
-Lighting improvements
-Brushwork cleanup
-Lowered file size
-Decluttered some areas

Update: 4 Apr, 2020 @ 6:32pm

+Fixed some visual bugs
+Minor detail improvements

Update: 3 Apr, 2020 @ 9:06am

+Reactor cores now spin properly
+Improved the logic for the flag healing system
+A couple other minor bug fixes

Update: 29 Mar, 2020 @ 7:36am

+Added additional detailing to blue-side skybox
+Clipping improvements
+Minor detail improvements
+Added radius heal to flag, simliar to what's seen in PD.
-Removed damage resistance from flag carrier
+Bug fixes

Update: 25 Mar, 2020 @ 12:56pm