Team Fortress 2

Team Fortress 2

Waterdoom
Showing 1-4 of 4 entries
Update: 28 Nov, 2015 @ 12:07pm

Major changes
  • This map has been dramatically changed almost beyond recognition
  • Added new ambushing ways for attackers (and defenders too)
  • Added many props - many of them as "battlements"
  • Added areaportals in case of improving performance
  • Added TRAIN (as a decoration) on "third stage"
  • Added door at upstairs in First checkpoint where when opened, they never close itself to the end of the round (Gorge mechanism)
  • Added signs for easy navigation on this map
  • Moved first checkpoint from center of building to second exit of this building (from payload track side).
  • Moved second checkpoint to near exit of the mines.
  • Defenders (RED) now can use the "shortcut tunnel" near their respawn room once the Bomb cart breaks the barrier and until Attackers (BLU) capture the second checkpoint.
  • The "2Fort-like" roof on "second stage" now is lowered
  • Added a new exit in first respawn room for attackers - now you can attack from above!
Minor changes
  • The repeatable ground on "first" and "third stage" can no longer be repeatable (added details.)
  • Waterfall in "third stage" no longer emits a silence

Update: 25 Sep, 2015 @ 11:29am

Major changes & fixes:
-Reduced entities (such as light beams) to avoid the "no free edicts" error while playing with more players.
-Improved peformance by adding visclusters and setting the fade distance on props.

Minor changes and fixes:
-Lightly reduced the trigger_kill area at Final Terminus.
-Added func_nobuild on third checkpoint
-Fixed the crates in "Assault Tunnel" not being solid.

Update: 16 Sep, 2015 @ 2:07pm

Major changes & fixes:

- Fixed the clipping on the bridge at start - now you have no worries about passing through bridge.
- Removed the full ammo pack near First Checkpoint; The medium health kit remains unchanged.
- Changed the medium ammo pack to full ammo pack at the corner of the room where first checkpoint is...
- ...but also changed the full ammo pack to medium ammo pack in upstairs of this building.
- Added the area portals at final terminus building and occluders to improve the peformance.
- Added the rock wall just to hide the design of second place in Waterdoom.
- The rock walls near the final terminus place are no longer a cuboids and now had displacements.
- The exit door near the third RED respawn room can only open by RED team (but BLU team still can pass through it)
- Added a no-build area for BLU Engineers on balcony in 2nd RED respawn room.
- The big, momentaly empty room in RED/BLU respawn room now becomes a control room (includes the command center consoles).
- Added crates in some locations.

Minor changes & fixes:

- Fixed the water "cut" near start point.
- Decorated some locations - including one that you should say "Oh la la".
- When BLU captures the second checkpoint (in mines), the uniform locker in RED/BLU respawnroom will change to BLU skin
- Removed the sign of blue cart near start point
- Added some signs for better saying the locations of checkpoints
- Lightly changed the angle of the sunlight

Update: 3 Sep, 2015 @ 12:49pm

Just uploaded to Workshop! ;)