Team Fortress 2

Team Fortress 2

Dune [A/D]
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Update: 31 May @ 7:07pm

This time, with Aar's help, I properly sealed the first stage, cut that mf in half. Did so by making the other side an interior, as well, and Aar used some areaportal-windows on the doorways leading to B. Did some additional detailing and brushwork to add some more color to the map to break up the yellows.

Update: 26 May @ 5:17pm

Alright, so this patch is pretty dang important. Performance has always been really spotty on this map, and without much understanding of the how/why/where of placing occluders and areaportals, I was stumped. Hit up Aar, and boy did he take my map as a challenge, lol. There's areaportals and occluders, more details and less brush/prop congestion. We've gone from 1400 ents to 1000 ents with his help (thanks a bunch, can't be said enough).

If performance is still bad, he'll give grouping things together via Propper a go. Otherwise, enjoy the map with some improved frames!

Update: 25 May @ 5:24pm

Smoothed out a lot of brushwork with playerclipping as to avoid players getting clung on walls (hopefully I snuffed a lot of it, lol). I also added a bit of a ramp at the balcony looking down at B from the Data Center.

Update: 19 May @ 6:55pm

Loads more artpass, loads more optimization in the first stage. It's more or less the same layout, but now with a new interior section where a laggy open area was! This should solve the issue the first area has with spawncamping (ideally).

Update: 13 May @ 1:53pm

Did some additional artpassing, minor optimizations, and reeled it back on the nobuild spots.

Update: 10 May @ 10:21am

Got an asset approval from the wetmudground003 texture creator donhonk, so that replaced Freyja's dark marble texture.

Update: 9 May @ 8:32pm

Update: 8 May @ 10:13pm

Okay, so the version was screwed up, none of the assets got packaged. This version should fix it.

Update: 4 May @ 1:33pm

The initial Steam workshop release of Dune.

Here we are; betas are outta the way, we're onto the big leagues: the final product-ish. Did some optimization, fixed some textures, applied some proper credits, removed unapproved assets (for the time being hopefully), and finally give the skybox a bit more going on within it.

Should also update on the workshop soon.