Team Fortress 2

Team Fortress 2

Brooklynn
Showing 11-20 of 21 entries
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Update: 20 May @ 1:39am

General changes:
-Improved level of detail around 1B and RED's forward spawn in stage 2
-Expanded the skybox

Layout:
__Stage 2:
-Modified last point's flank route: it now goes both ways and the room has been expanded to offer more defense options to RED

Update: 18 May @ 8:58am

General changes :
-Reverted time rewards for capture for 1A, 1B and 2A.
-Clipped various props.

Layout changes :
__Stage 1:
Reverted partially the surface increase in the alley (still larger than before the increase, but not as much anymore).

__Stage 2:
Reverted partially the surface increase around A (ditto).

Update: 17 May @ 7:38am

General changes :
-Increased time added by capturing 1A, 1B and 2A to account for the slightly longer travel times.
-Various bug fixes.

Layout changes :
__Stage 1:
Enlarged the alley between A and B by roughly 1.5 its original width to favor Scouts and more generally players during team fights.

__Stage 2:
Enlarged the area around A and the street section by roughly 1.5 its original width for the same reasons.

Update: 15 May @ 6:26pm

Gamemode changes:
- Fixed bots trying to navigate to a random corner of the maps instead of playing the game.
- Updated the Money Bag particle effect.
- Fixed minor bugs related to Stage 2 setup.
- Anti-Mobster-AFK timer reduced from 30 to 20 seconds.
- Added the finalized version of health widget above the Mobster's head.
- Attempts to solve the shader bug.

Update: 15 May @ 8:42am

Update: 15 May @ 8:03am

Update: 14 May @ 3:48pm

General :
-Revamped soundscapes across the map

Layout changes :
__Stage 2:
-The RED Base's platform is now accessible to BLU
-Added a tunnel at the train trench to go in back to the attackers side

Update: 13 May @ 11:58pm

Update: 13 May @ 6:11pm

General :
-General entity and I/O optimization process.
-Shortened RED respawn time & slightly increased CP capture time to make defense easier.
-Ammopacks/healthkits tweaks to support defense.
-Fixed incorrect spawns issues/trapping and jumping glitches.
-Revamped the subway bridges.

Layout changes :
__Stage 1
-Turned a window transparent in the appartment near BLU Base.
-The top of the white truck near BLU Base is no longer accessible to most classes.
-Added a tunnel from 1B to 1A along the alley to provide for an alternative route.

__Stage 2
-Increased game space along the trainyard by opening the walls around the tower, offering an alternative route to BLU and/or new defensive positions for RED.
-BLU tunnel is no longer restricted to RED. It is now possible to set up buildings.
-(Experimental) The ledge above the white tank is now accessible and it is possible to set up buildings.


Update: 7 May @ 6:43am