Team Fortress 2

Team Fortress 2

Humidity V2
Showing 31-40 of 43 entries
< 1  2  3  4  5 >
Update: 28 Aug, 2022 @ 11:47am

Bugfix for release C.

You can cap now, yay.

Update: 4 Jul, 2022 @ 10:29am

Final release for revision C.

All changes below remain with no additions. This update is purely bugfixes and polish.

Apologies to anyone who tried to play revision C before this update, as a lot of the logic decided to break. It's all fixed now.

Update: 1 Jul, 2022 @ 5:18am

Happy July. That was a hot minute, huh?

Release candidate for revision C. Changes include:

Heavy modification to D:
Reds spawn is moved back to their last spawn upon capturing C, instead of D
Dock was moved inward
Clips fixed on wooden pallets, you can walk up them now
Removed clips on pole things by dock - they weren't obvious before
Added blue spawn door on right highground which opens when D is captured
Removed other blue exit and the room it was in to make space for the new spawn door
Completely redid flank route to the left of the radio tower
-Bottom entrance near dock removed, hill added in place
-Room closest to the radio tower has been scrapped in favor of a simple staircase up to the staircase room
-Platform close to cart has been made accessible
-Stairs in left flank have been shortened
-Removed transition room between D's left flank to E's left flank

Removed a few routes in/out of C to help prevent spawncamping from red

Adjusted E's upper right flank platform - more space and cover

Added extra pillar to E which replaced a pair of fences

Adjusted blues first spawn to streamline gameplay

(Please note, this build may be a bit laggier than previous ones; hammer had a moment and really messed with the map. I tried my best to fix it.)

Update: 21 Jun, 2022 @ 4:00pm

Final upload of revision B. Changes include:

Moved a door in A spawn to face cart

Heavy modifications to E:
Added stairs near tracks to get to top right flank
Removed pipes to prevent red from climbing up to the top right flank
Extended catwalk of top right flank, closed off one of the doors and added cover
Removed stairway down from top right flank (room remains but is blocked off. May return at some point.)
Streamlined stairs to top left flank
Modified transition stairs from top left flank to point
Shortened distance from point E to red spawn by increasing size of red spawn
Shortened catwalk from red spawn and removed a door on the right
Added pillar in middle of point
Added elevation beneath top right flank
Closed off bridge between the two upper flanks to turn it into a tunnel, with health/ammo packs

More mods to B:
Removed catwalk extension's stairs to prevent red from easily getting up
Removed bridge from upper flank to B high-ground in favor of a bridge/gate that extends when B is captured
Simplified geometry of upper flank

Revision B is not the final revision. More changes to come.

Update: 21 Jun, 2022 @ 4:51am

Some overhauls to the new changes with E and mods to B. An area was cut off, unsure if it'll come back but is still in map.

Update: 20 Jun, 2022 @ 5:37pm

Fixed a few problems with the changes involved with rev. B, and spruced up some of those areas.

Also yeaver.

Update: 20 Jun, 2022 @ 5:07am

First iteration of revision B.

Mostly overhauls to E, and some tweaks to A and B.

Detailed change notes will come when revision B is finalized.

Update: 18 Jun, 2022 @ 1:36pm

Texture fixes again. They never go away.

Update: 18 Jun, 2022 @ 12:48pm

Tried fixing models and materials, again.

Update: 18 Jun, 2022 @ 12:22am

"Final" upload of revision A.

Total changes to original:

Changed payload cart model to a custom one (possibly temporary)

Added health/ammo near blue first spawn, behind cover

Modified internals of point B:
Added connection from upper flank to the platform above point and changed fences (they still block bullets)
Removed dip above point and replaced with flat surface, with some cover
Added second door between B and C
Added catwalk along the perimeter of point B's building

Modified internals of point C:
Widened right flank (for blue) and removed the redundant blue spawn door in the same tunnel
Removed door on far left near reds spawn
Joined the two doors above point C and connected the platforms near them together
Shortened length of red spawn to allow space for blue to push in (also removed props in that space)
Removed walls near the left flank exit just after the point

Modified blue spawn just after point C:
Added extra door which connects to staircase, accessible by boxes

Lowered building with radio tower near point D, to allow walking on top without jumping

This revision isn't intended to be the last revision, as further testing will be done to determine how to modify everything else after point C.