Team Fortress 2

Team Fortress 2

Hybro
Showing 1-4 of 4 entries
Update: 3 Apr, 2017 @ 9:25am

Update: 9 Mar, 2017 @ 8:08pm

B07
-Fixed teleport exploit.
-Fixed rouge clip brush.
-Banned water cooler converstations in the Dam offices.
-Clipped a few odd perches.

Update: 8 Mar, 2017 @ 9:59pm

B05
-Set round logic to hide caps after their round.
-Increased cave illumination.
-Added platform overlooking sewer.
-Elevated CP 2-1.
-Reoriented forward Red spawns in third stage.

B06
-Fixed clips over cave.
-Brightened cave.
-Clipped sewer caps.
-Signaged everything.
-Created stronger suggestion to cap point direction.
-Raised ceiling clip.
-Changed a few rocks in the second stage choke.
-Set cams to disable if they are not in play.

Update: 2 Mar, 2017 @ 10:55pm

B01
-Repurposed Hydro to use multiround CP logic.
-Added setup gates to Blu spawn structures.
-Removed pickups from Blu garage.
-Swapped Blu base vents, connected it to spawn.
-Removed fences from between garage and powerhouse.
-Blocked off vent on final point.
-Added spawn room to area between dish and power plant.
-Removed exterior stairs into garage.
-Replaced all stair clipping with blockbullet.

B02
-Fixed bug causing teams to spawn in wrong spawnrooms.
-Fixed bug that caused spawn doors in Red's spawn by dish to not always open after cap.
-Added additional ammo pickups to warehouse, power plant, and Red base.
-Fixed issue of explosives damaging through grates.

B03
-Blocked off warehouse roof.
-Widened and added cover to metal platform between cave and warehouse.
-Removed new ammo pickups from warehouse.
-Southern warehouse room is no longer part of the spawnroom.
-Removed pickups from warehouse sniper deck.
-Removed point_spotlights to get edict counts to acceptable levels.