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Changelog:
Visual and geometrical adjustments
Optimization improved
Soundscapes altered slightly
Changelog:
Both initial BLU spawns' windows start closed (open after setup)
Stage 2 Cap 1 altered
BLU shipping containers converted into an extra building (contains a small healthkit and ammopack)
Larger work office near point expanded slightly
Detail and lighting adjustments
Changelog:
Stage 1 Cap 2 altered
Broken window in garage improved (Easier to shoot through, and more visible overall)
Defensive buildings for RED expanded (More spaces for players to hold)
Lighting improved
Stage 2 Cap 2 altered
Pit hazard's movement is more noticeable, and lighting is richer
Changelog:
Added additional platform near Stage 2 Cap 2 (RED players can safely drop down from window after door closes to access left side)
Render mode for respawnroom visualizers altered
Changelog:
Minor visual alterations
Soundscapes refined
Lighting for Stage 2 BLU base interior increased slightly
Changelog:
Custom soundscapes implemented
Clipping improved
Shallow water added to flank near "A"
Geometry near "B" garage altered (Stage 1 Cap 2)
Garage interior now has a Sniper window
RED shipping crates near "C" now have occluders for optimization (Stage 2 Cap 1)
Medium and large healthkit near "C" become small healthkits when "D" unlocks
Changelog:
Visual and lighting fixes
Clipping adjustments
Fixed a nonsolid-prop near Stage 1 Cap 2
Changelog:
Visual and lighting improvements
Texture changes to "General Industries Co." building (BLU Spawn Stage 1)
Support beams added in RED buildings near Stage 1 Cap 2
Office window near Stage 2 Cap 1 can be jumped through
Collisions on pipes for Stage 2 Cap 2 adjusted
Water texture altered (will possibly revert)
Changelog:
Visual changes (RED Stage 1 and BLU Stage 2 bases)
Attacking routes to Stage 2 Cap 1 altered slightly
Changelog:
Visual improvements and adjustments
Cover for Stage 2 Cap 1 altered slightly
Respawn times for Stage 1 Cap 2 shortened for both teams