Team Fortress 2

Team Fortress 2

Refresh: Steel
Exibindo entradas 1–10 de 14
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Atualização: 24/set./2022 às 2:31

F12 Release:

Credit to Hondjo and Bereth for their work on this version

• Fixed headbug exploit into Red B Spawn.
• Fixed tele safe spot in Red B spawn.
• Fixed floating lamp on A.
• Fixed miscellaneous visual bugs.
• Improved clipping and splash on C pipes.
• Improved area outside D spawn.
• Reverted back some decorative beams around map.

Atualização: 28/jul./2022 às 15:57

F11 Release:

Credit to Hondjo and Bereth for their work on this version

• Fixed 'Ice-Skating' on the glass in deathhall.
• Improved splash handling across the map.
• Changed BLU setup gate to B to face the correct way.

Atualização: 25/abr./2022 às 6:55

F10 Release:

Credit to Hondjo and Bereth for their work on this version

• Fixed busted fridge on RED E spawn.
• Improved clipping near RED E spawn.
• Improved clipping in BC connector.
• Improved blockbullets on stairs across the map.
• Improved blockbullets on windows across the map.
• Removed collision on some lights across the map.

Atualização: 15/mar./2022 às 10:22

F9 Release:

Credit to Hondjo and Bereth for their work on this version

• Fixed death pit kill trigger.
• Miscellaneous small fixes.

Atualização: 21/dez./2021 às 15:24

F8 Release:

Credit to harris0n for his work on this version

• Updated the clipping on the planks inside the shed on the B highground.
• Updated the clipping under the speakers on the B highground.
• Updated the clipping behind the box at the end of deathcorridor.
• Updated the clipping around the outside of the B highground.
• Updated the clipping on the stairs inside bluespawn leading to A.
• Added a grate to fill in the hole above the area between red's forward spawn exit and BEC/wishbone.

Atualização: 4/dez./2021 às 14:38

F7 Release:

Credit to harris0n for his work on this version

• Fixed collision on all Red Spawn shutters, The clipping on the staircase in Death Corridor and some miscellaneous • textures that were incorrectly alligned throughout the map.
• Improved the rockwall in the connector from Lobby/Whiteroom to D.
• Applied blockbullets to the front of the metal shed on A and Clipbrushes to the dirt around B

Atualização: 8/out./2021 às 19:07

F6 Release:

Credit to harris0n for his work on this version

• Fixed being able to shoot through the red spawn doors.
• Fixed texture misalignment near the trolley in white room.
• Fixed increased Damage of Kill Triggers (500 -> 1000) to prevent exploit of overhealed FoS Heavy on E.
• Merged all kill triggers into one in the bottom of the pit on E.
• Made all chickenwire textures the same size and rotation to maintain consistency.
• Adjusted the ladder leading to the top of the shack on B.
• Changed the clipping on the planks in the house on highground to a blockbullet on B.
• Removed solidity from the lamp in the house on highground on B.
• Smoothed out the ground around the small ammopack near the truck on B.
• Flipped the lantern in Red dropdown on B.
• Added the arches back near the resupply cabinets in blue spawn.
• Replaced all patch overlays under health and ammo with func_illusionary ones so they are always visible.
• Adjusted the glass in front of the rock wall (will be updating this detail further in a future version) in white room.
• Compiled using Fubar's BSPreveal.

Atualização: 5/set./2021 às 17:56

F5a Release:

Credit to harris0n for his work on this version

• Small update to fix pit related deaths causing players to die as soon as they respawn.

Atualização: 2/set./2021 às 18:21

F5 Release:

Credit to harris0n for his work on this version

• Replaced the chickenwire on E with metalgrate texture to fit better thematically.
• Fixed clipping the A - Whiteroom/Lobby connector.
• Reworked Blu's spawns so that you will now players spawn an equal distance from each other and with a better chance • of having a good spawn.

Atualização: 7/jul./2021 às 17:21

F4 Release:

Credit to harris0n for his work on this version

• Removed solidity from all railings.
• Fixed clipping on some overhead props in BEC and C.
• Adjusted some texture work on B and D to limit the amount of chicken wire used throughout the map.
• Fixed pyro being able to shoot through the door on A as well as most projectiles and hitscan being able to shoot through the sides.
• Made the staircase on C and the full hp house on A on grid.
• Finally added cubemaps.