Team Fortress 2

Team Fortress 2

CP Antiquity
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Update: 26 Jul, 2017 @ 12:06pm

B17 -> B18 Changelog

GAMEPLAY
* Removed a wall near upper ruins entrance to last point
* Removed platforms at Mid that had small healthkits
* Widened upper and lower corner entrances to Mid
* Added small wood pile on 2nd
* Added wooden stairs to raised platform at 2nd -> Mid area
* Made raised entrance from 2nd -> Mid into a split one
* Large entrance to 2nd from Mid moved to Garden side, area inside made more roomy
* Added obstacle to cut down a sniper sightline under the point


AESTHETICS
* Fixed some visual bugs with brushwork in various spots
* Removed floating lights from one of RED's lobby entrances
* Fixed a displacement problem near MID & near garden
* Added fence to out of bounds area between mid & garden to clarify where it begins
* Fixed some floating pallets in lobby areas
* Added some particle effects to deadfall areas (flagged as weather)


OPTIMIZATION
* Removed errant appearance settings that was on some torch lights
* General hint brush pass across all areas of the map
* Adjusted areaportal positioning
* Updated LODs on roof models

Update: 11 Jul, 2017 @ 12:51pm

B16 -> B17 Changelog

GAMEPLAY

* Fixed some clipping issues around trees on mid
* Fixed a clipping issue on fence at exit at last spawns
* Fixed a problem with torch lights going out after capping 2nd by BLU (logic fail)

AESTHETICS
* Removed extra lights over lobby walkways
* Fixed some texture misalignments
* Fixed a couple of floating bushes
* Lightmap optimization adjustments in various spots
* Added more structure to entrance from garden to 2nd to indicate players can not jump over
* Adjusted some signs in lobby to last

Update: 9 Jul, 2017 @ 10:07pm

B15 -> B16 Changelog

GAMEPLAY

* Additional clipping at mid, around stairs to prevent bumping into model detailing
* Better clipping in various other areas, blocked off a troublesome area under stairs near last
* Rock prop added to garden for additional coverage
* Made a portion of the scaffolding at last playable area
* Opened up a small route from the small area behind 2nd point (behind the stairs)
* Left side spawn door on last spawnroom changed so it doesn't directly drop onto last control point
* Changed large health kit under mid into a small
* Opened up the electric/plastic room at the top of lobby (area between 2nd and last)
* Parallel routes heading into last consolidated into single route (and widened)
* Wall between lobby at last and deadfall/IT has been opened up
* Added nobuild area to top of stone shack at 2nd point
* Additional route added from garden to 2nd point to help mitigate defender's strong height advantage
* Moved health & ammo out of the stone shack at 2nd into the low ground, added an extra ammo pack inside shack
* Changed the position of the double stairs inside large buildings at mid
* Added dropdown inside large buildings at mid
* Extended platform facing 2nd point
* Compacted size of mid by 128 hammer units per side (or 256 total)
* Added secondary entrance at doorway at mid (below forward spawns)
* Adjusted position of health & ammo at mid

AESTHETICS
* Readded Void "RED Industrial" signs after finding the download again, yay!
* Fixed various minor texture alignment issues
* Fixed various minor prop placement issues
* Fixed continuity error in final forward spawn
* Added menu photos
* Updated soundscapes (soundscapes still do not work from workshop maps however)
* Converted several brushwork details into props (broken walls, wooden stairs, etc)
* Fixed some lighting origin issues
* Added missing control point signs to 2nd point
* Additional skybox detailing
* Added colour correction for more vibrance (though cc doesn't always work in TF2)
* Added spectator cameras

Update: 30 Jun, 2017 @ 12:02pm

* Additional connections to make team rotations easier,
* Changed the cover on last and removed half of the large obstructing structure
* Mid and 2nd are both raised control points now, to address various game dynamic issues
* Additional and easier access to the top of the temple at mid
* All spawns and forward spawns now have two exits
* That annoying ditch and tunnel at second has been removed entirely
* Completely revamped artstyle! Now the place actually looks more like Ankor Wat!
* ...and a bunch of other things too numerous to mention