Team Fortress 2

Team Fortress 2

Rocket Ravine
Showing 1-2 of 2 entries
Update: 17 Nov, 2015 @ 2:55pm

Changelog from pl_rocketravine_b5 to b6
*1. Fixed door on upper level of BLU's second spawn, which wouldn't unlock until BLU made it up the hill. This now unlocks with the spawn room as it should.
*2. Added some more player clips to potentially "sticky" geometry.
*3. Added bot support will full nav mesh.
*4. Added a stairwell & metal/health room nearby D for easier access to platforms from the control point area.
*5. Removed one of the ladders near D that was kind of in the way.
*6. Moved a few props around.
*7. To reduce fall damage, added an opening in the railing in the balcony that the shorter set of tubes leads to after point C.
*8. Split up the large metal/ammo box by point D into two medium ones, one outside and around the corner and one inside the stairwell sideroom.

Update: 8 Nov, 2015 @ 10:48pm

Changelog from pl_rocketravine_b4 to b5

*Removed excess path tracks (107) to reduce edict count. Should solve edict overload on full 32 player server at or towards end of game.
*Added Ladder by Point D, going to platform towards point E, moved a few crate props around.
*Added a few signs
*Removed glass next to platform above track just before point E (the glass in between that and the side hallway on the right) to provide a vulnerability to the sentry locations there. Added a few lights here for visibility so that it is not easily overlooked.
*Changed spawn doors for BLU's first base, which also now unlock after 10 seconds of map start to prevent people from accidentally walking into the pit before the bridge is fully extended.
*Reduced Red's spawn time to 0 while defending point C to accommodate the travel time and C's proximity to B.
*Removed two buggy lights that were left outside the map accidentally.
*Added a few clips to areas where small bits of prop/world geometry collision stuck out of wall.
*Fixed a few mismatched resupply regions/cabinet props.

Changelog from pl_rocketravine_b3 to b4

*Rocket raised a little so that cart doesn't run into it
*Added boulders by point B to provide cover
*Spawn changes no longer kill red team members inside of safehouse, resupply cabinets are disabled, and spawn door becomes one way, kill after 45 seconds
*Added teleporter build region at first BLU spawn door
*Narrowed right cave passage way to shorten line of sight on that side. *Added crates to middle of cave for cover
*Added larger crates to point C for cover
*Added health and ammo pack on balcony above point C
*Upgraded a few ammopacks
*Added Wall w/ windows to area after point C's ramp to block line of sight and give engies a spot to build
*Added crate and ammo pack around following turn for cover
*Added ladder on other side of walkway above point D
*Ground floor doors next to point D now open one at a time instead of simultaneously
*Walkways at BLU's first spawn extend from the building during setup, added middle walkway to cross from one side to the other more easily
*Added some props to block sightlines into final point E from jumping soldiers and demos (aside from sticky+rocket jumpers)
*Added nobuild regions to doorways so that sentries/etc. cannot be built in the middle of a doorway *Changed layout of first RED building to be open facing BLU's spawn and to shorten walk time to next point and block sniper sight lines more effectively
*Extended blu's 2nd spawn building out to block sniper sight line and add two stairwells for easier access for that area.
*BLU unlocks 2nd spawn after first point is captured again, but spawns there are delayed a few seconds
*Raise roof/ceiling of first RED building for more maneuverability for jumping classes.
*Shed/tunnel's roof next to first RED building is now much more difficult to access with non-jumping classes.

Changelog from pl_rocketravine_b2 to b3

*Broke sniper sight line that sees BLU's first spawn through shed/tunnel by adding dip in shed
*Broke sniper sight line that sees RED's final spawn doors by adding doors to the outer final point
*Increased ammo abundance/pack sizes
*Add spectator cameras
*Delayed BLU's first spawn change until they make it up hill towards second point
*Added a few missing ammo/health floor patches
*Removed two old unnecessary forward roll zones
*Remove the clip that's blocking that one blu ammo pile by second point
*Clipped off the side columns on point 3
*Removed one way door that went through wall around point 3's location
*Add door blocking off balconies before point B for BLU until their spawn moves up
*Add ground level exit next to point B
*Added No-Entry labelled doors to BLU's 3rd spawn room doors for when the spawn is not accessible.
*Changed all forward pointing arrows to blue, backward arrows to red, for consistency
*Added no sentry sign to small tube exit to indicate that you cannot build sentries there
*Added respawn room visualizers to BLU's 3rd spawn room's lower exit
*Added/removed a few directional arrows
*Removed a buggy ladder in the open area after the third point
*Added some lighting origin entities for more consistent prop lighting
*Added maximum value to round timer (12 minutes)
*Lowered Point B's Hologram so it doesn't clip inside the building *Tubes are now open to both teams on the end of the round for funsies.
*End Pit Doors now make a sound and have a smoother opening animation

Changelog from pl_rocketravine_b1 to b2

*Deleted excessive lantern entities and associated spotlights and sprites
*Reduced number of edicts by ~400, should no longer crash with high player count
*Fixed bug where cart would not fall into final pit but slide backwards and then blow up
*Increased reflectivity of wooden floor surfaces for better interior lighting

Changelog from pl_canyon_b8a to pl_rocketravine_b1:

*Redesigned Map to have:
----Renamed to avoid confusion with another "pl_canyon" map by a different author
----Larger spaces and other layout changes to accomodate more players
----Additional control point at cave entrance
----Altered control point layouts to lessen choke points to a reasonable level
----Redistributed health and ammo to accomodate map changes + painted ground patches for visibility
----Redesigned surroundings to include more detail + 3D mountainous skybox
----Added HDR
----Added Rollback/Rollforward Zones
----Fixed Spawn change dynamics
----Heavily optimized for high fps
----Fixed lighting/shadows
----Removed third red spawnpoint in favor of new Fast-Travel Tube system to deliver red team to third control point from final spawn room
----Added more directional arrows
----Fixed soundscapes
----Redesigned flank routes to have more accessibility to both teams instead of just BLU
----Added Lake & Waterfall
----Improved clipping/collision
----A few low rooftops are now accessible (but not buildable for engies), allowing for flanking with soldiers, scouts, & demos.
----Higher "roof" skybox collision to allow for higher/longer sticky/rocket jumps and generally improve freedom of vertical movement.
----Changed final point to launch pad with functioning rocket which launches if RED wins, but blows up if BLU wins
----Many other cosmetic changes