Team Fortress 2

Team Fortress 2

Reckoner
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Update: 19 Feb, 2020 @ 9:29am

- Added blockbullet to greenhouses next to second to fix collision bugs
- Removed duplicate ammobox on mid
- Adjusted yellow barrels on upper-last area and shortened doorway into said area by 8u to cover unruly sightline
- Removed boxes on mid, and shaped doors carefully in cargo to avoid sightline through said room
- Reduced size of flowerboxes where boxes were on mid
- Added blockbullets to windows near flowerboxes that could potentially eat splash
- Textured visible nodraw in bottom of toxic
- Moved forward-mid spawn into toxic on low ground
--- Clipped off area where said spawn used to be
- Decreased spawn times for forward-mid spawn slightly to accompany the movement back
- Fixed red forward spawn door on second clipping through brush above it when opening
- Textured nodraw behind boxes in cargo
- Changed window + table textures in a building near 2nd

Update: 3 Jan, 2020 @ 8:01am

- Mid is back under the bridge, baby!
---- Alongside this, the two small healthkits on mid have been moved to the stairwell areas, rather than on the grass.
- Toxic has been completely redone!
---- It now comes out in the old location, but with a much nicer route to push through.
---- WAY higher ceilings
---- Side area for dodging spam
---- The forward spawn had to move, so it's got a new area
---- There's a little ledge in front of the forward to stand on now
---- Medium ammo moved to little nook beneath forward
- New route added between Lobby and Second!
---- This has been much-requested, should be good
---- Nice big doors too
- Doors from cargo into second have been embiggened
- Dropdown has been removed
- Last has been moved forward a bit.
---- Can still move spawns back if necessary, but it'll be a lot of work, so might have to happen at a later date
- Dead zone near second moved in a little
- Redundant pickups in lobby removed
- Lighting changes all around

Update: 1 Apr, 2018 @ 5:54am

RC4A

- Fixed clipping issue on ramp on second
- Changed instances of the shutter door prop, made them easier to avoid interacting with
- Edited fence props on second slightly
- Removed fence in cargo
- Removed lip in new area on 2nd
- Removed pipe on greenhouse
- Edited some clipping

Update: 31 Mar, 2018 @ 10:59am

RC4

- Shortened length of the entire second point area by at least 128 units in all spots
- Moved greenhouse on second point area to a more centralised location
- Removed a building on the edge of the second point to provide a much better view to the beautiful skybox
- Removed second crates on mid
- Fixed clipping bug
- General polish

Update: 29 Nov, 2017 @ 4:08am

Update: 2 Apr, 2017 @ 10:26am

"The Cleaning Update"

• Heavily reduced size of shack in all axes (exposed a few key lines of sight while still keeping some additional cover that did not exist without them)
• Bent shack roof
• Added metal ramp from side-of-mid up to bridge again! It's wider than it used to be, as well.
• Shortened length of side-mid angled jut-out by 64?-ish units, a bit more point space now
• Shortened metal entryway from cargo (why haven't I done this already? it's like free space on mid)
• Expanded space within stairwell to under mid by 16u
• Added transparent grate hole to the centre of mid bridge – not as much visibility as a fully transparent bridge, but not as opaque as a fully covered one.
• Removed a couple problem detail brushes around shack that could catch players
• Adjusted clipping around single crates to provide easier crouch jump on top of them
• Closed up diagonal fence near forklift – harder to use it to get free visibility on tunnels
• Removed boxes on mid bridge entirely

Update: 20 Dec, 2016 @ 11:18am

Biggest change: mid! The new shack will offer much more strategy: now you can get down below through the stairs without being seen by people on the bridge, if you stay close to the shack. There's a bunch of medium-ground position that's covered by the shack, too; it takes more effort to gather information now! There's more position under bridge where people on top of bridge can't see, as well.

The shack also adds a more complex high ground fight - now if soldiers are on crate, you can counterbomb shack and hold your own space, sorta like granary. The rest of the changelog is below, there's been quite a few other major changes, but this is the one I really wanted to expand on.

Changelog:
• Removed circuit breakers around the entrances to lobby which held stickytraps easily
• Clipped lobby-green-room main exit to second
• Widened said exit in order to make passage easier
• Added shutter door to said exit
• Added window next to the shutter door of said exit
• Note: There are subtle visual indications of the door trigger! Make sure to keep an eye out, and they render no matter what graphical settings you're on. So you won't have to guess where you can or cannot stand to avoid opening the shutter.
• Widened stairs to upper boiler lobby entrance from 112u wide to 160u. This makes movement and retreating easier and more forgiving.
• Moved cover on upper side of last entrances for multiple reasons:
• Cover nearby the entrance didn't provide much usefulness
• It now blocks a sightline from lobby large door in through to that side, making it harder to collect free information
• Pulled out left wall of last, contouring greenhouse nearby to rid the side of its sentry nooks
• Pulled out right wall of last, offering less space for turtling
• Moved around cover to prevent sightline from toxic angled entrance on mid through cargo (let's just see how this works before I commit to changing any major geometry around there)
• Adjusted doorways through cargo very slightly as a result of said sightline blocking
• Removed crates in little rooms beside mid point, filled in with concrete to make a flat-back instead (easier for explosions)
• Removed access to ledge above toxic entrance to second.
• Re-detailed said ledge
• Widened 45° ramp up from grass to forklift on 2nd
• Re-detailed interior roof of Toxic
• Put toxic sign in toxic
• Clipped “open” edges of mid with the delivery truck and metal railings in a better fashion.
• Blockbulleted said railings so splash is much easier.
• Remade small cliff leading from lower connector to far-mid area, now it's a solid brick wall. Can't stand behind the wall anymore on top of the cliff.

Update: 14 Aug, 2016 @ 6:56am

Update: 28 Apr, 2016 @ 2:29pm