Dockyard

Dockyard RC7navfix

  • Updated .nav file to fix a case where Sentry Busters suicide on spawn
  • Adjusted geometry at the front and back areas of the map
  • Adjusted geometry at gate area to make the its side spawn support Giant Robots
  • Re-routed the bomb to go around the left side of the platform at the front
  • Added relays to let mission makers open and close the forward spawn to use 'ambush bots'
  • Added spawn points for the side spawns at the front
  • Adjusted the angles on an observer point to stop the console being flooded by a ton of error messages
  • Added some cover to the front to make it a bit easier to defend
  • Added Spyware Shipping, an Advanced mission by Jakapoa
  • Changed the visuals of the map a bit to try and make it look less basic
  • Changed the steam whistle cap sound to a trainhorn
  • Changed one max ammokit at the front to medium
  • Removed shitty door next to grinder ;)
  • Adjusted geometry at the grinder to try and make it less annoying to use
  • Fixed a dumb error causing the gate alarm to play forever
  • Fixed the upgrade station staying disabled if players fail a wave
  • Fixed a case where bots can get trapped inside A when a tank dies
  • Merasmus has reclaimed his lost television
  • Special request: added a relay to disable return timers
--Release Candidate 4--

  • Fixed a spot where players could leave level boundaries
  • Fixed a visual goof over at the grinder
  • Fixed bombpath markers not showing when the map first loads
  • Fixed a fence being solid and causing some collision issues
  • Fixed a case where the middle door at the front doesn't close when A is captured
  • Fixed a case where bots could skip bombpaths via the forward upgrade station area
  • Fixed a navigation goof at the grinder area
  • Made the bulb at the front nonsolid so folks can stop bumping into it
  • Reshaped the ramp leading to A's capture point so it doesn't block the tank door
  • Retooled Gatetank's map logic to better illustrate its function
  • Added Intermediate difficulty
  • Added Advanced2 difficulty (by The One of Wonders)

Mission Changes

Advanced1
  • Reduced Totalcount of the Soldiers on W1 by 8
  • The Charged Soldiers on W1 are no longer gatebots
  • Changed Demoman inf support on W2 to Bowmen
  • The Black Box Giants on W2 are no longer gatebots
  • Changed FaN Scouts on W5 to Poison Bowmen
--Some last minute changes that I didn't write down, sorry about that--
--Release Candidate 3--

  • Fixed a case where Giants would teleport into A and receive the bomb that was just sent back into spawn
--Release Candidate 2--
  • Adjusted Tank paths at the front so players don't get crushed at corners as easily
  • Adjusted Gatebot pathing so they jitter around a bit less than before
--Release Candidate 1--

  • Now on the Workshop!
  • Tweaked the lighting around the interiors
    • Also tweaked a bit of the 'ghost lighting' around the map
  • Bumped up the ammo kits around the map a bit
  • Added map photos