Team Fortress 2

Team Fortress 2

Humidity V2
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Update: 12 Apr, 2024 @ 1:08am

Finally realised that the HDR/LDR cubemaps don't build themselves. I'm stupid.

That's all this update is for.

Update: 12 Apr, 2024 @ 12:11am

More aesthetics.

A handful of sightlines were addressed, such as the nasty one on B's flank. Maybe game changing?

Most of the aesthetics were in textures and overlays; things like certain textures not lining up with one another, or overlays trying to draw onto a nonexistent brush. The ramp to highground in between A and B also looks pretty now.

I also fixed a rendering issue with the skybox on A. This bug also caused lots of the first area to draw while in the transition area between B and C, so that's also fixed now.

Update: 11 Apr, 2024 @ 1:56am

More optimization and art. Hooray!

The bridge that Blu uses on E was adjusted a little bit; there is now a direct and quick way to get onto the bridge from the left flank, and it is no longer a commitment to jump down.

I think that's the last gameplay-related thing I'm going to adjust, as everything now feels fine, barring the art.

Update: 10 Apr, 2024 @ 6:31pm

More optimizing and spring cleaning.

Blu's second spawn got a tiny facelift. I don't think I'm done with it yet, as it still feels weird.

Fixed a bunch of prop lighting errors, specifically the railings on E. No more eyesore props hopefully.

Added a decorative building on A, to try and eat away the empty space. The cliff still needs something so this isn't final.

Added a few decals/fixed old ones. The trees even got little leaves.

Shifted around the health/ammo packs in favour of Blu on E. Maybe too many of them? Also added a single small health pack on Reds sniper balcony.

More to come.

Update: 10 Apr, 2024 @ 2:27am

Squashed some bugs, prettied up the place a bit, and did some optimizing.

There will be more updates to update visuals, all the bugs should be gone now, assuming nothing major changes to create a new one.

Update: 7 Apr, 2024 @ 3:40pm

Maybe the last changes to E?
-Added a bridge to bridge the gap between Blu's two highgrounds
-Removed weird drop down thing in favor of the bridge

Also a small change to C:
-Added a small fence at the entrance to grant Blu cover from the highground they need to push the payload under

Update: 21 Jun, 2023 @ 11:08pm

Missed the anniversary by a little. Oops.

Relatively major change to E, re-added a raised section and moved the point towards Blu's side a little to make E even friendlier.

As well, a very minor change to B, the left flank route for Blu was adjusted to be friendlier to Blu by moving its staircase into the first room instead of in the second.

Update: 24 May, 2023 @ 12:10am

Finally another update.

Some cover on B was adjusted, and clipping was updated.

A dropdown was added to the upper right flank on E, and cover was adjusted to be more friendly for blue and less campy for red.

Bugfixes, like the one spawn door that red could go into when they weren't supposed to.

Updated spawn points in blue's last spawn to make directions less confusing after D is captured.

Update: 3 Mar, 2023 @ 11:08am

Minor bugfixes.

Adjusted one more sightline on D for potential abuse by a red sniper.

Small lighting fix.

Also changed blue's respawn time from 3 to 6 for A. After A is capped, it goes back to 3.

New screenshots, yay.

Update: 3 Mar, 2023 @ 3:33am

Mostly bugfixes.

Most notable is the area portal in red's second last spawn, which had a broken areaportal. That's fixed now.

Fixed a few sightlines, such as a nasty one in the transition area between A and B.

An attempt was made at improving the dropdown, but I'm still not quite happy with it yet. It works for now, though.

I also adjusted the building thing in B, to be more natural.

Small lighting tweaks, too.