Team Fortress 2

Team Fortress 2

Humidity V2
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Update: 11 May, 2024 @ 2:05am

Some big changes this time.

A is dead. I'm not sure whether or not it will return, playtests are lined up to figure that out. In lieu of the time added from A, blue now starts the match with 5 minutes on the clock.

Where A used to be was modified to be a lot friendlier to blue; the weird hole overlooking the track is gone, and the old ramp that red could use to get to highground is gone. Hopefully this lets blue get in there and stick like glue.

B is now A. The blue flank route on the left was adjusted to hopefully make it a bit friendlier for blue to walk out of.

C is now B. When A (old B) is captured, red gets a forced respawn into their old spawn, and are no longer teleported out of it. The doors turn to one way doors. Hopefully getting all of red in one spot will allow them to rebuild some defenses while blue is pushing the cart up to the door or waiting for said door to open.

D is now C. I added a building along the choke near the point, and moved the point forwards a tiny amount. I've noticed that red doesn't really have a good spot to hold except that one highground spot, but they get weeded out too easily. Hopefully this new building helps give them a tighter hold.

Lastly, E is now D. No changes have been done to this point yet, but it's on the docket. Red can't really hold this point, I'm looking for ways to fix that.

Update: 10 May, 2024 @ 12:33am

Removed the occluders, which were hurting performance real bad.

Update: 3 May, 2024 @ 10:23pm

Update: 3 May, 2024 @ 5:57pm

Just some minor bug fixes and more optimization. People can no longer build in the spawnrooms; I do not know when or why the nobuilds vanished, but they're back now.

Update: 1 May, 2024 @ 11:21pm

Fixed obelisk on D.

Update: 1 May, 2024 @ 10:14pm

Last had a bad areaportal in one of the doors, and I spotted a prop with bad render distances. Both of these are fixed now. Oops.

Update: 1 May, 2024 @ 12:08am

This patch was primarily for fixing the visleafs. The count is way down, and there are now proper hints down. The original version of this map had hints, but they were not done correctly at all, so they were redone.

A few props had their falloff adjusted, and the whole map shifted around a little bit.

Hopefully I didn't miss anything glaring?

Update: 29 Apr, 2024 @ 9:22pm

The lighting got a bit of an overhaul. Some of it was either too bright or too weird, and it's a lot better now. Maybe some of the lights will change yet, but I'm pretty happy with it for now.

The big thing this patch is optimization; I'm not done renovating, but this map did the hack of drawing big boxes encasing parts of the map to avoid leaks, which in turn was causing a lot of the level to render at once in any given spot. There are still some of these boxes left, which I will fix shortly, but for now there are no "pain spots" and it's relatively smooth.

Also some minor decorating/adjustments to existing decoration. Also not quite satisfied here, but I wanted to get the optimization patch out.

Update: 21 Apr, 2024 @ 6:24pm

Hammer++ finally got updated. Hooray.

Updated the lighting a bit, looks a lot more official now.

Fixed a stray clip brush that managed to slip by, and removed a spawnpoint that was used as a measuring tool. Oops.

Further spruced up blues first spawn; it now looks official too.

This isn't the final compile, but might be close.

Update: 13 Apr, 2024 @ 12:13am

Finally wrapped up the cosmetics, probably. I'll inevitably end up seeing a minor flaw and there will be another update, though.

I added a "buffer room" for Blu on E beside the cart tracks on the low ground. Hopefully it'll help Blu hold at the cart better/push it better, rather than just being a threat above it.

Blu's second spawn got a massive facelift; a bunch of decorating was (finally) done, and it now feels like a real spawn room, and not a last minute idea. Hooray.

I also modified the door that opens on capture at point B to be way prettier. It's now a door and a sliding platform, instead of a big rotating wall. In the process, the shape of that section has also changed a bit, and there's another window to allow Blu to see as they could before the change.

Hopefully the last build (real 2024), assuming nobody finds a problem.