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Fixed .nav file
Uhm, yes. That's all. Go away now.
Added cosmetics to bots, fixed several misspelled/missing names
Added water in lower area
Bots take ~10HP/s damage in water
Added fence in top area so its harder to abuse
Added several rocks and huts on left top flank to play area (e.g. unclipped)
Changed displacement textures to more gray-ish ones
Changed all rocks to their props_forest versions (gray rocks now bois)
Increased size of windows in mid building, so you can jump in and out of them
Made a proper bomb (e.g. custom model)
Added areaportals to boost performance
Special thanks again:
@epicfighter4242 for compiling everything.
@MaccyF for missing forest rocks.
P.S. Satan's Seed is on its way.
Changes based on community feedback from dev3 testing.
Map changes:
Moved the holograms by the hatch to the middle of corresponding path
Added floodlight at bot spawn
Finely tuned hatch - no longer blows on sacrifice and no longer plays pentagram effect on tank deploy
Tanks now properly explode if they are on the hatch while deploying
Mission changes:
Wave 1
Subwave 1 - Decreased amount of Bonk Scouts and Stunner Soldiers
Subwave 2 - Decreased amount of Giant Pyro - Giant Medic combos and increased the period of spawns
Subwave 3 - Decreased amount of Demoknights
Subwave 3 - Crit-boosted the remaining Demoknights
Subwave 4 - Removed custom Fast Build Engineers due to bugs (replaced w/ nerfed Valve template)
Subwave 4 - Moved the Engineers to support
Subwave 4 - Increased amount of Black Box Soldier - Heal-on-hit Heavy squads
Wave 2
Subwave 1 - Altered the tanks to avoid bug-outs (yet to test)
Subwave 2 - Changed Giant Battalion Soldier to Giant Concheror Soldier
Subwave 3 - Decreased amount of Armored Giant Sandman Scouts
Subwave 4 - Changed Giant Concheror Soldier to Giant Battallion Soldier
Wave 3
Subwave 1 - Increased amount of Spys, added one Tank, reducing health on both
Subwaves 2-7 - Increased amount of bots, general buffs to them
Subwave 8 - Buffed the boss to accomodate for higher damage output
Fixed inconsitencies between TF2M version and workshop version
Added Nightmare difficulty mission (Sweet Sins), untested.
Fixed some clipping inconsitencies
Fixed some unspookified textures
Fixed some out-of-place props/textures
Fixed shadows
Now for not fixes:
Added "custom" bomb (might look very funky, might need find a modeler to help)
"Custom" holograms
Added tf_logic_holiday to spook everything eveeen more.
Added mission-making differences between normal Decoy and Decay.
No custom missions yet, full-on dev3 would be exactly that.