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Added Hydro arrow props that animate during a push.
Added teleport trigger that moves players out of Sewers after a push.
Added timer warning sign to better indicate how the Sewers work.
Lighting and shadows overhauled with new compile settings and lightmap grid changes.
Scaled down the number of props in the Courtyard.
Miscellaneous solidity and clipping improvements.
Texturing in intelligence control point rooms altered to include some more white.
Skybox view at Warehouse blocked to keep players focused on the control point.
Certain spotlights increased in width to appear more realistic.
Adjusted HUD text to take advantage of TF2 icons as in version 2.
Created completely new VGUI photos with simplified instructions.
Watermark moved out of sight so it can only be found with noclip.
Removed author and profile information from English file.
Adjusted HUD text to be more compatible with the Pre-Fortress 2 port
Changed English file to point to GameBanana profile
Fixed visible nodraw at BLU dump
Fixed misplaced props at RED split
Added clipping and bullet blocking to tops of sliding doors.
Added nodraw textures so func_brush removal is undesirable.
Updated English file and VGUI photos.
Removed round start HUD messages.
Removed unusued keyvalues.
Added more props to shelves so camping there is undesirable.
Added GameBanana watermark.
Rush mechanic added, locking middle points for a minute.
Swapped position of lower doorways and box props at Warehouse.
Changed cover available at lattice near Warehouse.
Flipped positions of stairs and props in Transition.
Reduced sightlines at Courtyard.
Reduced amount of distance between spawns and Warehouse by adjusting Block.
Logic changed to execute on double capture rather than single capture.
Fixed BLU capture message only being visible to BLU team.
Zone B and R control point warning type set to Final.
Bot support improved.
Miscellaneous textures, pickups, physics and optimisation improvements.
Removed respawn time advantage.
Added chalkboard guide to spawn rooms similar to Steel.
Added player clipping at Warehouse silos.
Introduced missing logic to make control point colours change.
Control points now have identifiable names and are represented by images more than letters.
Fixed prop wall-flickering at large barrier fences near spawns.
Many other minor fixes.
Fixed partially unclipped roof above red spawn.
Turned a majorty of full ammo packs into medium ammo packs.
Made textures of small staircases at Warehouse entrances from Courtyard look more realistic.
Increased size of signs in intelligence points pointing towards sewers.
Lowered windows in Warehouse so it is possible to look outside without standing on a dispenser.
Edited bricks texture in order to desaturate yellow-coloured bricks.
Increased lightmap resolution of many props.
HDR bloom and auto exposure now akin to Doublecross and Pipeline's.
Many bright lights present on the map darkened significantly.
Tall crates within intelligence areas shifted to create hiding spot.
Fixed uneven light brightness in sewers.
Staircase down into intelligence areas from spawn rooms now less steep.
Removed tonemap scale adjustments.
Deleted dynamic light prop near Warehouse entrances and redundant overlays at the Courtyard.
Added missing textures in HUD.
Added LDR cubemaps as well as HDR.
Changed capture speed value of B and R from 5 to 7.
Adjusted sewer triggers so lethal doors are not necessary.
Added proper HDR settings and cubemaps.
Added new ramp to D to increase number of access points.
Made sewers an area only accessible to players who own D making it a valuable resource.
Added extra details to a majority of doorways.
Added collision to shelf leg facing outwards in entrances to B and R.
Gamemode changed to require both M and D be owned to attack B or R with working stalemate.
Improved sewers lighting, clipping and appearance.
Fixed symmetry, repositioned lights and increased lightmap scales in upper rooms of B and R.
Crates at M added or deleted to increase versatility and decrease prop spam.
Health packs near spawns at M and near points at B and R changed to small health packs.
Decreased height and length of detail staircases at D.
Fixed strangely darkened crates and added a missing player clip on red side of D.
Fixed lighting of underground pipes inside D.
Darkened lighting of large pipe near B.
Replaced VGUI photos with new photos that utilise HDR.
Decreased spawn time advantage by 1 second and B and R capture time from value 12 to 5.
Changed metal stairs in B from red coloured to blue.
Fixed invisible overlays near M that point towards D and fixed hovering light above M.
Prevented getting stuck in and improved symmetry of staircases at B and R.
Removed unused triggers, unused door entities and broken navigation meshes.
Disabled self-shadowing of long shipping containers at D and shadows of other minor props.
Repacked map to significantly reduce size.
Added missing textures in HUD.
Disabled vertex lighting on multi-barrels under platforms at M.
Improved choppy-looking lighting with adjustments to the lightmap grid.
Enabled vertex lighting on props.
Added and built cubemaps and added MOTD images.
Added extra wireframe and supports to far side rockets at D for use in Zombie Survival.
Added wireframe to platform undersides at M to prevent shooting inbetween supports.
Fixed being able to stand on roof at M and silos at D.
Ensured walkable areas are symmetrical in M and D.
Several changes to background elements in D to resolve lighting issues.
Rockets inside shipping containers converted to smaller dynamic props to avoid prop clipping.
Made the seams between buildings at M more obvious.
Skybox made more realistic when looking out from the windows at D.
Water tunnel in sewers extended.
Spawn points adjusted plus lights and textures shifted in spawns as well as better door triggers.
Signs and overlays pointing to objectives altered and increased in number with extra lighting.
Spawn advantage increased from 2 seconds to 3 and updated intro card.
Reduced capture time of points B and R from the value of 15 to 12.
Various texture position and alignment fixes as well as removal of unnecessary shadows.
Lightmap scales increased in B and R to reduce light artefacting.
Adjustment Silos in B and R are now less attractive for normal play but more attractive for Zombie Survival.
Removal Removed error model located in B and nobuild areas located in B and R entirely.
Added missing textures in HUD.