Small fix for a sound effect and nav issue
Gameplay changes:

  • Added most of the recent additions made to cp_steel including changes to various spawn exits, spawn layouts, new doors, widened/heightened geometry, etc.
  • Players who die in the deathpit will no longer summon a random skeleton at a fixed location, but will instead summon a skeleton corresponding to their team that will attack/defend the current control point
  • The end-of-round skeleton chase minigame is more clearly communicated and no longer uses on-screen text

Visual improvements:

  • Better, brighter lighting in virtually all areas of the map
  • Improved detailing, largely around E, but pretty much everywhere else as well
  • Vast improvements to the 3D skybox
  • Hell pit is definitely scarier
  • Visual and audio FX for skeleton spawning

Bug Fixes:

  • Players who die during the skeleton chase minigame now correctly reappear as ghosts
  • Correct names for control points on HUD
  • Menu photos functional
  • Nav mesh no longer required as a separate download
Placed into final release in anticipation of Scream Fortress. With this update comes a number of small fixes, mostly clipping. Got some sweet pictures, though.
The main point of this update was to improve the lighting. That's about it, as well as the usual list of small fixes.

I've sent an email to the original makers of Steel to ask about the workshop submission.
Uploading this to coincide with a Workshop update. Here's a big list of improvements:

- Deathpit has been shortened, have fun dying faster! It's also received a much-deserved redecoration.
- Skeletons have been reduced during gameplay. Players dying in pits will no longer make them appear, and capping a point only summons two.
- The Skeleton Manhunt has been shortened, and skeletons will continuously spawn the longer the event lasts. Hopefully this will stop large groups from forming so easily and letting some players get away.
- Players who join the server mid-Manhunt will be teleported outside spawn and into the fray.
- Skeletons can go anywhere you can, save for spawns. You can run, but you can't hide!
- Lighting in outdoor areas altered to make gameplay spaces brighter and overally prettier.
- Fixed a list of minor bugs.
- Cobwebs!
Thank you to all who helped test and provide feedback during the last imp. I was able to make a significant amount of changed based on your feedback.

Additions:

- The Big Finale. Ask and you shall receive, though this was planned from the beginning. At the end of each round, the entire map turns into a game of TF2 zombies, as the map opens up and skeletons pour in. The winning team gets fully healed and spawns in an advantageous position together, while the losers get dumped all around the map randomly. The losers have already lost, make no bones about it, but they can end up with a tie if all the winners get murdered by skeletons.

- Lighting. The map is brighter, and candles are realistically dimmer. Should look better and play better.

- Skeletons can no longer enter spawn. Though neither can you, during the Big Finale!

- Fixed various bugs, including clipping issues, texture seams, bits of broken light, water, etc.

- Detail improvements, mostly small touches, but the basement area has been fleshed out more. Moss has been applied to areas where masonry touches the ground, this should ease the transition from dirt/grass to stone.

Hopefully all goes well on the next test. I've tested the Big Finale as best as I can, and to my knowledge it works, but that was obviously with just one person. Have fun!
Chateau is almost done and ready to enter RC status! Going to send it though extensive testing after this to iron as much out as possible.

Additions:

- Major detailing on the exterior. I tried to evoke a Gothic theme, though it's still kind of a castle.
- Gutters! On all of (most of) the roofs!
- Certain rickety structures will creak under your weight.
- Did the final pass for ambient sounds.
- A monster lurks somewhere...
- Skeletons will spawn in specific locations when points are capped, providing extra challenge for defenders and attackers alike depending on where they decide to run.
- A few skeletons will also spawn when a someone burns to death in the lava.
- Lighting is done as far as I can tell, awaiting feedback.
- Final detailing everywhere.
- Custom, theme-fitting doors. Certainly got my mileage out of the portcullis models.
- A whole host of less notable minor things and/or things I'm forgetting, because I kind of forgot about this for a while after off-and-on work.
- Fixes for water, thanks fubarFX!

To Be Added:

- The post-round skeleton thing, MAYBE. I'm a hell of a lot better at map logic than I was when I first started, but I'm still under the impression what I want to do is a formidable challenge. I can't even guarantee it would be fun, so I'm kinda shelving it for now until I can give a definitive yes or no answer. Further experimentation required.
- Responses to feedback. Have fun playing this on test sessions (hopefully), and let me know what you think.
- Map photos (whatever those things are called, those photos you see when loading the map)
- There are a few custom props I'd like to use in place of some one the ones already there, mainly mossy rocks. I can't pack custom content at the moment, so that's off.
- The navmesh packed into the bsp. I've found it to be impossible to pack it in without creating a map that crashes your game. I still need to figure this out.
Added a 3d skybox. I think I'll submit it for testing later today, then I'll work with the feedback and add in the spooky event.
-Changed the name to cp_chateau_event. Is this good? Is this bad? It's a more fitting name than cp_steel_event, it's what I've always referred to this map by in my head. Someone let me know if this was a bad idea.
-Fixed cubemaps. The lighting should be good to go now... except for a few glitches here and there.
-A texture overhaul for the cliffs and ground. Looks muuuuch nicer! Combined with the fully functional HDR, everything should look pretty much how I want it.

Things to do:
- End-of-round-truce-with-skeleton-fightin'. This requires a lotta map logic work, something I know very little about. This will take awhile!
- 3D skybox with forrest
- Fix the plethora of small texture and lighting oddities

I'm approaching the point where I will submit this for testing. It will be before Halloween, make my words.
- Did some work on the interior lighting to make it more interesting. Changed the atmosphere from warm and inviting to positively loaded with spooks (maybe an exaggeration).
- Added some ambient sounds
- Fixed the basement area

Things to do:
- Fix cubemaps
- Add that skeleton thing
- Get detail sprites working
- Fix water issues