![]() Added a handful of new water materials to the new "liquids" folder.Added light_directional to the FGD file.Added filter_tf_flagholder entity filter.Added class and team options for env_instructor_hint.Overhauled the appearance of water across the map.Many smaller clipping changes and visual fixes across the map.Overhauled the appearance of water across the map, now featuring the new WaterFlow shader.Overhauled lighting across the map, now featuring a new sunset setting, achieved with light_directional.Improved lighting across the map, using light_directional.Added Parallax Correction to cubemaps in some indoor areas.Severely reduced the amount of fog present on the skybox.Added a new pathway that connects RED team's lower and upper spawnrooms on last point.Added a new exit for BLU team's forward spawn next to B point.Fixed missing rock prop around YLW mid and braziers from YLW and RED.Adjusted cap point model locations to be consistent.Added new arrow signs to help players exiting after leaving forward spawns.All modular pipe props (and the potted plant!) now have skins for all teams.Adjusted the position of some ammo and health packs around the last point.Increased max round time from 10 minutes to 11 minutes.Increased RED's initial respawn wave time by up to 3 seconds.Adjusted scaffolding at A to allow for jump pad shortcuts.#239 - Fixed Huntsman fire arrows not applying afterburn on taunt kill.Added an option that allows projectiles to fire from the center of the screen, like the Original (enabled via tf2c_centerfire_preference, disabled by default).Fixed cases of Flame Thrower flames going through thin walls or floors (Nito).The Spy now has a +20% damage resistance and reduced debuff duration while cloaked.Simplified "+100% cloak consumption rate" and "+100% cloak regeneration rate" to "-50% cloak capacity".Added +100% cloak regeneration rate (hidden stat).Overhauled trail particle appearance (boba).Reduced damage penalty against sapped Sentry Guns to -33% (from -66%).Extra damage dealt from headshots no longer contributes to the random crit chance bucket.Updated tracer particle appearance (boba).Fixed the Heavy's voicelines and expressions not playing while revved and firing.Reduced bullet hull size to 6.5HU (from 10HU).Fixed projectile being deflectable by airblast after impact.Fixed projectile colliding with teammates and map brush entities, sometimes causing it to not deal damage to enemies.Projectile trail now gets removed upon collision.Overhauled first person animations (Ventrici).This may negatively affect performance for the time being. We have temporarily disabled some optimizations regarding the Attribute Manager, in order to debug some crash related issues.Assets can be converted using the Mapbase Multi-Tool. Custom materials may have rendering issues inside of fog without modifications. These resolve some previous incompatibilities while adding new features. All stock materials have been updated to use newer versions of the LightmappedGeneric, VertexLitGeneric, and WorldVertexTransition shaders from Mapbase.This should reduce map compile time and file size, as you no longer need to compile LDR cubemaps and lightmaps. Please consult our wiki guide on how to update your toolset. This effectively breaks support for SDK2013's map compiler tools (vbsp, vvis, vrad). We have removed support for DirectX 8.0.The major changes include: Important Changes: To apply this update to TF2 Classic, use the latest version of our downloader. The 2.1.2 Patch for Team Fortress 2 Classic has been released. As well as the overall style shift, there were also smaller shifts as the map was developed alongside our Four-Team architecture guidelines that put it more in line with what we expect from Four-Team maps. The architectural style itself developed in multiple ways as well- originally intended to be much more Brutalist, imposing, and neutral-oriented, it was slowly worked into the current, more industrial research station aesthetic the map has today. As with the alpine theme, we’ll be looking for new spins to put on it with future levels. It also allowed for similar styles of industrial structures seen in other maps, which helps to maintain the game’s visual identity. Importantly for our limited development resources, it didn’t require a large amount of new assets to bring to life, too. As with existing environment themes, the Arctic theme carried the advantages of providing an immediately recognizable setting. There’s plenty of snowy maps, but not many that go the extra mile with the icy cliffs and wide-open expanses that you might expect from the Arctic. The Arctic theme was chosen so we could try a style that isn’t often seen amongst TF2 environments. With this new gamemode variant also came a new environment theme.
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