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Nibelung A5

Update notes:
  • More minor artpassing, including better texturing, lighting, and geometry
  • Fixed a bug allowing RED to sometimes win the round when BLU caps
Update notes:
  • After many complaints about too much height variance in the map, particularly in mid, the whole map has effectively been squashed vertically (with many, many minor adjustments to help with sightlines.) A horizontal squashening may be necessary later down the line, but I've put enough work into this patch already.
  • Better lighting
  • An attempt at artpassing some sections has been made, particularly in RED's gallery hallway and foyer, and the central pillar in mid.
  • Lots of other minor adjustments that are too numerous to name (and remember)
Update notes:
  • Drastically changed routing and flow of final push, including a light-up progress bar at the end that must be filled in order to win
  • Minor colored texturing for better readability
  • Lowered respawn times
  • Slight clipping adjustments to prevent cheese
Patch notes:
  • Overhauled spawn room layouts and entrances to eliminate some particularly egregious sightlines
  • Added more lights
  • Changed track length and direction slightly
  • Added more health and ammo packs
Patch notes:
- Okay, this time it's ACTUALLY playable. (I hope.)
Patch notes:
-Packed custom props and textures, making the map playable!