Team Fortress 2

Team Fortress 2

DR_Bank
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Update: 1 May, 2017 @ 10:50am

VSH_DR_Bank_V8 Change Log
1) Fixed missing particle effects.
2) Re-made the code displays to use ToggleTexture brushes instead of multiple func_brush's per digit, saving a lot of entities.
3) Fixed an issue where red players could get stuck in the 2nd trap.
4) Reversed the 2nd staller door so now it opens inward instead of outward, but slowed it's speed by 30% to compensate.
5) Re-textured the main Vault doors.
6) Re-made all of the custom textures and decals.
7) Minor optimizations.

Update: 14 Jul, 2016 @ 9:24am

DR_Bank_V7 Change Log
1) Replaced the Gaben model with a different model, as I was unable to fix the missing hair. The map now uses this model - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=124849648
2) Fixed spies being able to get past Gaben by disguising, waiting next to the sentries in the vault, then leaving though the vault door as Gaben passes. (Though really we should blame lazy server owners for allowing spies to disguise in Deathrun)
3) Added melee damage filters to the following buttons:
  • The first red button to stalling doors (beside the fan trap) to prevent players from shooting the button outside of the fan trap's range.
  • The buttons to the barrel trap, to prevent both buttons being activated at the same time.
  • The buttons to the toxic waste trap inside the vault, again to prevent both buttons being activated at the same time.
  • The buttons to the code pad.
4) Fixed players being able to trigger the explosion particle effect for the barrel traps by dropping weapons onto them. This did not cause any damage to players in previous versions, but fixed none the less.
5) Converted some func_detail geometry into prop_static's
6) Removed the Freerun button.
7) Updated the Pitfall trap (2nd trap)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=708170579
8) Added numbers to the tops of buttons to indicate their order of use.
9) Fixed a couple of texture errors.
10) Fixed the bad lighting around the DDoS trap (15th trap)
11) Replaced the healing beam the activates when players break the glass to the firepit with 6 small health packs. These de-spawn after 10 seconds.
12) Added new detailing inside the fire pit: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=708690867
13) Converted all remaining .mp3 files to .wav
14) Added some alternate songs to the Humiliation disco.
15) Created a new key prop and used it to replace the golden wrench. The supporting text has been updated to reflect the change, and added a padlock over the doors to the code booth.
16) Added the new tf_glow effect to various props in the map to aide players. This includes adding a glow to Gaben so that players can see where he is.
17) Updated the effects in the mini game, including a momentary stun effect which only applies when the crusher slams down.
18) Updated the credit signs to include newer URL's and assets not previously credited.

Update: 21 Dec, 2015 @ 12:21pm

DR_Bank_V6 Change Log
1) Fixed an exploit where red players could hide in a corner to avoid Gaben.
2) Fixed the 'no entry' decal on the one way door (in the lobby)
3) Added an output to override the health of both players inside the fighting area. This will force both players to have 100hp, regardless of class or items held.
4) Swapped some func_detail filing cabinets with a custom prop.
5) Further sealed up the barrels trap, preventing anyone from triggering the barrels dropping early.
6) Updated the blue running path with a scrolling texture.
7) Re-textured the basement hallways and DOND rooms.
8) Fixed parts of the main entrance doors sometimes moving independently of their parent parts.
9) Made the end game countdown timer more visible.
10) Minor optimization.

Update: 16 Aug, 2015 @ 8:31am

DR_Bank_V5 Change Log
1) Fixed the 'bad inline model' crash error
2) Minor adjustments to the spectator cameras

Update: 19 Jul, 2015 @ 7:32am

DR_Bank_V4a Change Log
1) Fixed an exploit where players could trigger 'easy mode' despite there being more than 5 players
2) Updated the logic controlling the HP of the breakable lobby door. It now works based on # of players alive multiplied by 40 (# X 40)
3) Fixed the 2nd sprite trail
4) Fixed various decals not appearing
5) Fixed players being able to hide from the final laser.
6) Remade the Inner vault, adding some more 'rare' props.

This is identicle to the V4 change log, only fixing an error in the logic that controlled the easy mode

Update: 12 Jul, 2015 @ 10:00am

REVERTING TO V3
An errror in the game logic was forcing 'Easy mode' to trigger every round, instead of only when there were fewer than 6 red players.

Update: 12 Jul, 2015 @ 8:18am

DR_Bank_V4 Change Log
1) Fixed an exploit where players could trigger 'easy mode' despite there being more than 5 players
2) Updated the logic controlling the HP of the breakable lobby door. It now works based on # of players alive multiplied by 40 (# X 40)
3) Fixed the 2nd sprite trail
4) Fixed various decals not appearing
5) Fixed players being able to hide from the final laser.
6) Remade the Inner vault, adding some more 'rare' props.

Update: 2 Jun, 2015 @ 2:58pm