Team Fortress 2

Team Fortress 2

KTF LemmYard
Showing 1-10 of 18 entries
< 1  2 >
Update: 29 Jan, 2017 @ 9:33am

- Added one sided windows to spawns
- Fixed some visual issues
- Hopefully fixed some logic capture issues where a team with the flag could not cap

Update: 21 Jan, 2017 @ 8:13am

- Final Version (will only update if any bugs are found, but design is the final one)
- Renamed as KTF (most similar hybrid modes used this denomination)
- Added some decals
- Added some clips
- Bloqued snipers being able to climb the large pipes (too OP)
- Added two new spec cameras
- Fixed some light props being flipped
- Added Objective briefing text with map thumbnails (also in loadscreen)
- Added dispenser on CP, only active when capping
- Only one Briefcase now randomly spawning in one of 6 places, team holding the point can no longer grab the briefcase
- Added trail to intel carrier
- Increased height on large tower windows
- Increase cap win time from 3mins to 5mins
- Added inmap objective messages on hud (only work if minimal hud is not being used)

Update: 12 Jan, 2017 @ 3:30pm

- Now a KOTF (King of the flag) map players can cap only having a briefcase (will update name in the next release)
- Changed source of water to make a little more sense
- Some more detailing on doors and buildings
- Reviewed fall drops and sudden destruction of the same
- Added nowbuild in the right towers on each base
- Added some clips on props
- Some more detailing on spawns
- Replaced window textures
- Improved lighting in some areas
- Fixed clips on base whistles, mountains and detailings

Update: 24 Dec, 2016 @ 5:46am

- Kind of a RC1
- Completed design and propwork on almost all buildings
- Fixed some clips and visual issues
- Rebuild train ramp and waterfall from scratch
- Added boxes to be able to climb to the hole in the wall in the left brick tower
- Added water and train kills counters
- Added some more medkits
- Added warning lights on the sides of tunnels
- Heavily optimized the map, file size greatly reduced, unnecesary textures removed, optimized prop visibility

Update: 27 Nov, 2016 @ 11:36am

- Trying new design for the horrible towers of terror on the left of each base
- New alternative paths below the tunnels
- Fixed some clips
- Some visual improvements (reflections)
- Wider mine cart tracks in the water

Update: 25 Nov, 2016 @ 7:43pm

-Small visual fixes (textures and props)

Update: 24 Nov, 2016 @ 7:30pm

- Better conveyor belts!
- Better Small Spawn!
- Cheaper Water?

Update: 20 Nov, 2016 @ 1:49pm

- Fixed some doors leaking light
- Fixed underwater parts on one of team spawns
- Fixed some displacements
- Added nobuild some nobuilds
- Fixed issue with falling rocks exploding unexpectedly....hopefully
- Block entrance to the train tunnels and added nobuild (sorry engies)
- Fixed tunel arches being reachable for snipers
- Made the water tanks on top of both spawns reachable
- Fixed some lights

Update: 19 Nov, 2016 @ 2:00pm

- Added mountain on top of both tunnels....let see how that goes
- Removed towering build of ugliness....RIP IN PALLETS, NOBODY LOVED YOU
- Added some props and moved some stuff around (because of the above)
- Fixed some sniper OPsitions
- Clipped conveyor belt chimmney to get 100% less stuck on it
- Added phone poles some physics
- Changed pallets for boxes...because pallets are cray cray
- Removed invisible physics blocking shots from the toolshed
- Added and move some nobuilds

Update: 7 Nov, 2016 @ 8:25pm

-Some lighting fixes
-Added chimney on conveyor belt tower to stop snipers from reaching the top of the tunnels
-Made waterfall non solid to stop stickies from clinging to it
-Fixed some cliping issues on walls
-Added some nobuild areas
-Fixed some geoemtries from the train bridge
-Fixed water not killing the falling rocks