Team Fortress 2

Team Fortress 2

Wetworks
Showing 1-9 of 9 entries
Update: 1 May, 2023 @ 6:01am

Final candidate (real)

+Removed some crates for symmetry's sake

Update: 30 Apr, 2023 @ 12:30pm

Release Candidate 8.... Last minute changes edition

+Adjusted environmental lighting to fix odd character model lighting (and because beauty)

+Brightened lighting inside the facility. Lighting felt too dim and dry

+The Facility's second floor felt too cramped. It has been opened up

+Second floor texturework has been overhauled. Got tired of the previous wall texture

+Turbine room has been adjusted. This room is less exposed to nasty sightlines and no longer has doors, to reduce brutal camping

+General texture changes around the map exterior to better compliment new lighting

+Main bridge outside main base entrance has been replaced with a design that is easier to traverse and better accommodates all classes

+Removed orange step stairs to intel room. A better alternate route has been added

+The useless room with small healthkit in main bases is now a secondary route to rooftops. The healthkit is now more accessible too :)))

+Fixed minor visual and clipping issues in spawn rooms

Update: 27 Apr, 2023 @ 12:18pm

Release candidate 7!!!

+Environmental lighting alteration. Closer to what I originally intended. Playtesting on many maps also showed players generally dislike playing night maps for extended periods of time

+Skybox texture change in line with lighting change

+Some prop detail here and there

+Monkey lore expansion update (Enhanced)

+Touched up some brushwork in intel rooms because I didn't like it

+Minor brush improvements in main base to break up monotony

+Fixed missing decals (Insane)

+Replaced constant spawnroom boombox music with occasional spawnroom boombox music

+Guardrails will no longer attempt to use non-existent collision meshes. Console error spam mitigated

+Improved outdoor turbine area. Pathways outside of bases felt too cramped and narrow. The Pit has also changed in line with this

+Changed forklift model to edited version of valve forklift for crediting reasons

+Added alternate route to intel room, albeit more dangerous as a cost

Update: 5 Apr, 2023 @ 12:09pm

Release candidate 6!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

+Reverted water texture changes for the greater good

Update: 22 Mar, 2023 @ 6:29pm

Release candidate FIVE (five) (5)


+Restored intel rooftop clipping. Proved to be too silly and funny after live testing.
-Players can still get on top of the A/C unit

+Blocked windows looking into the facility's turbine room. This is mainly to enhance performance for low end systems. Other changes have also occurred to reduce unnecessary rendering.

+Added cool lanterns

+Changed water texture. Not as pretty imo, but more agreeable

Update: 18 Mar, 2023 @ 1:21pm

Release candidate FOUR (4)




+Removed a fair amount of props in front of bases to allow for more free movement and to clear up sightlines

+Removed clipping on top of bases. Players can now get onto intel room roof

+Reduced clipping above intel roof AC machine

+Placed some props that were missing on blue side for the sake of consistency

+Increased detail map-wide. Especially inside second floor facility turbine room

+Fixed up some improperly placed decals

+Minor texture adjustments to blu side. Bridge texture and base texture swapped

Update: 16 Mar, 2023 @ 1:07pm

The FAT update


+Fixed minor brush errors

+Blocked intel room window to improve performance on low end systems, and to make attack from the rooftop easier

+Removed nearly all custom assets, with the exception of those from Rexy and EArkham, and Valve derived edits

+Minor prop detailing to large spawn rooms

+Minor detailing to intel rooms

+Removed most cubemaps

+Fixed water flickering

+Big overhaul to out-of-bounds detail. The jungle is looking as lush as ever

+Minor skybox detail and placement improvements

+Map now takes place at night

+Removed some facility intercom lines that conflict with the setting

+Updated screenshots

+Big gator

Update: 15 Mar, 2023 @ 12:41am

+Added EArkham to contributors list

+Reworked intel room. Felt a little flat both aesthetically and gameplay wise

+Sewer pipe clipping improvements

+Added a wall with a window blocking the stairs to intel. This will act as protection for defenders and attackers peeking intel alike

+Removed a door inside intel rooms to improve the invader experience

+Added some missing soundscape triggers

+Adjustments to intel room soundscape, generally increasing depth

+Fixed minor visual inconsistencies in the facility

Update: 14 Mar, 2023 @ 12:55am