Team Fortress 2

Team Fortress 2

Citadel
Showing 1-4 of 4 entries
Update: 24 Jun @ 1:01am

- Various routing and cover adjustments throughout the map
- Slightly expanded cliffside balcony overlooking the A gate
- Added a doorway connecting the A gate and tower basement
- Blocked access to B castle wall flank until A is captured
- Moved lower entrance to C tower closer to the drawbridge
- Removed locked door from C drawbridge inner stairwell
- Reintroduced ramp up to C drawbridge tower
- Decreased RED respawn wave time on C from 7 to 6
- Reduced length of D checkpoint/E entrance archway
- Increased time added when D is captured from 3 minutes to 4
- Added a dropdown from E roof to interior upper lobby
- Decreased final point capture time from 7 seconds to 5
- Clipping fixes and adjustments
- Visual fixes and adjustments
- Optimization improvements
- Pickup adjustments

Update: 30 May @ 6:43pm

- Stickybombs now stick to the payload
- Improved accuracy of payload collision
- Fixed a bug that prevented the payload from moving
- Fixed a bug that caused the payload to spin when not being pushed or receding
- Slightly expanded the payload buildable area to make placing teleporters easier
- Slightly adjusted shape of the payload capture zone
- Increased RED respawn wave time on A and B from 7 to 8
- Decreased BLU respawn wave time on A, B, C, and E from 5 to 3
- Increased time added when A is captured from 4 minutes to 5
- Reopened access to upper level of C drawbridge wall
- Added an interior stairwell to upper level of C drawbridge wall
- Various adjustments to C gatehouse to accommodate routing changes
- Removed window connecting lower floor of the C gatehouse to the drawbridge
- Added wooden planks crossing river on C
- Adjusted cover placement on C and D
- Increased RED respawn wave time on C from 6 to 7
- Increased time added when D is captured from 2 minutes to 3
- Increased RED respawn wave time on E from 8 to 9
- Clipping fixes and adjustments
- Visual fixes and adjustments
- Pickup adjustments

Update: 10 May @ 3:51pm

- Payload can no longer be pushed or obstructed by players directly in front of it
- Fixed RED players being able to obstruct the payload before it had left spawn
- Expanded cliffside balcony overlooking the A gate
- Increased width of A tower basement stairs
- Increased time added when A is captured from 3 minutes to 4
- Increased RED respawn wave time on A from 6 to 7
- Fixed an unintended jumping route on the B castle wall flank
- Added a window connecting the lower floor of the C gatehouse to the drawbridge
- Removed access to the highest level of the C drawbridge wall
- Increased RED respawn wave time on C from 5 to 6
- Added opening in E cliffside rooftop
- Adjusted position of RED spawn points on E
- Fixed part of RED spawn not being covered by func_respawnroom
- Clipping fixes and adjustments
- Visual fixes and adjustments
- Pickup adjustments

Update: 2 May @ 11:07am