More polished version than RC1 with a couple of issues fixed and a lot of small visual updates/fixes included. All updates include:
Fixed being able to stand on small ledge on area just after C
Fixed stickies being about to be launched over last rock area on D
Fixed cart issue with cart potentially getting flipped upside down and stuck on ramp up C
Fixed clipping issue on Rock002, causing issues coming after B and rock near large rib cage on D
Small health and ammo updated to medium health and ammo for lower back flank route coming from B to C, benefiting blue taking that route and help engineers nest better in that area
Fixed various textures that were unalignments, fixed unsewn displacements, and resolved any gaps
Implemented various visual fixes, any visual issues resolved, disappearing prop fades in players views fixed and fixed dev texture in first blue spawn doorway
A few small clipping improvements
Small change to wall on back stairs on C Building that hold the Triceratops head. Now a railing is in place of a wall with more detailing in the stairwell to help Red see players coming up the stairs better, and the back side of the building has slightly more room to stand for more for Red
Numerous minor optimization updates made across the map for small frame rate improvements. A few less brush faces will be drawn and in a few places parts of the map players will be drawn less
Point C now 8 units further, D now 8 units shorter as a result
Map officially moved into RC. Very polished/refined version. Small but impactful changes to gameplay included and some detailing additions. A ton of small visual and optimization updates are packed into this release:
New custom shelves were added to the area of C with personal callouts. Model Details updated across remaining custom models with low LODs
Cart path slightly turned coming into A point to help relieve any bunkering issues going into the hallway
New small geyser added to A next to cart path where cart goes through water
Reduced max off time of geysers by 15% by average across geysers. It will feel like they are off less (max off time they can randomly be off is now 7 seconds/min 1 second)
The last two lava tubes that did not explode, furthest from the final, now explode during the final explosion
Added sign to door on C red building so there is no confusion that it opens, ledge alteration on C's lower sniper deck to help reduce fall damage from the deck above
1 second respawn time added to Red for point B
Concrete shipping ledge on B slightly lengthed to support one of Blue's main flanks into the area. Boxes in building slightly adjusted to support another teleporter position
Red instant respawn for C start now fixed
Curve on Red respawn for C lengthened, so fast respawn for Red happens for a slightly longer time before returning to normal (~+:20 on average)
Small additional detailing added in areas/small texture swaps, etc
More optimization improvements throughout the map, and less drawn overall when playing due to various improvements
Fixed various visual issues, dark corners, lighting, floating rocks, gaps in dispacements, etc.
Alpha layer on displacements refined to look more natural, adjusted texture alignment in many places
Map menu updated with most recent photos
Fixed cart speed issue near final point and cart floating fixed at top of lava hill
Added not solid layer of lava on final so that dead player models sink to bottom of lava
B11 focused on cleaning up optimization and lingering issues found in B10. This same file was updated to the workshop. Note: changing the file name will break the particle effects in-game (geyser steams, lava, explosion)
B11 updates include:
Optimization improvements across all of the map, frame rate improvements
Slanted rock on C now more slanted so it can be walked up. Space behind yellow pipe inside of C building filled so it does not feel like you can shoot through it
Fixed missing texture on steps on last point
Fixed being able to build inside of rock on ledge of A
Fixed being able to build inside of Blue's first forward spawn
Fixed various clipping issues, shadow issues, lighting/dark corners, unsewn displacements and other small things
Small little nook added to the back side of C's point to allow for another hard to find teleporter spot for Red while defending C
We are now live on the tf2 workshop. If you like the map, check it out and give us a thumbs up there, we appreciate your support. Huge thanks to everyone at tf2maps for the community and everything you do
B10 updates include:
A few new small customs assets added
Final geyser holes are raised so they cannot be crouched jumped on. Same with a platform on B that could be jumped on from the small geyser
More optimizations throughout, heavy focus on making D as optimized as possible
River texture changed to help with the frame rate on C
Fixed various issues like clipping, shadow issues, lighting/dark corners, unsewn displacements, and other small things
Most likely last update before this goes live on the TF2 workshop. Small changes to A, C, and D to help with gameplay. Continuing to make A and C more defendable. More custom content also included. Worked to update Spawn room on D so it cannot be spawn camped as easily.
Major updates include:
Red spawn room and points raised up 32 units on the final point, room slightly reconstructed to detour spawn camping on final, arrows added to help direct red to point better. Red spawns on higher ground spawn point ~70% of the time on D. Spawn points moved ~42 units further back on round D in spawn room
More detailing added throughout, focus on completing artpass on D, Red spawn completed
Most lava tubes now explode in final explosion, more grand event
An additional small platform was added to help underground geysers on D, and ground raised on other side near ribs to allow easier access
Cart now slows down and average of 30% when moving through water on A
Main building on A moved 64 units closer to blue spawn, small additions to A, to make it more defendable
No builds added to underwater area on B and all geysers
Completed and updated lighting throughout
Fixed being able to build geysers in first blue spawn room
New custom assets (new Parasaur skull, crates, new posters, chalkboards, and corkboards)
Cart light now works when pushed
Player shadow updated
Slight changes to C, cart length is longer by ~32 units, to make it more defendable. Red spawn points moved 64 units closer to C now
Small fixes, clipping updates, detailing updates, and small optimizations throughout the map
Detailing pass and changes to D. Small changes to A. Game balancing is almost complete. The map will be posted on the TF2 workshop in the next two weeks, which will include a fully detailed version. Thanks for checking it out.
Updates include:
Point D: Far cave path removed, new lava tube added to the back side of the point for new hazard, stairs turned, building behind point changed, and detailed first pass (more to come)
A: New rock obstruction on the left side leaving blue spawn to route players to the center of the path to start, apply easier defense pressure
C: Cart path 40 units longer, D 40 units shorter as a result, First section inside of industrial building going into C is now detailed. Red spawn units 64 units closer to C when spawning
New custom signs added throughout and a new geyser hole opening custom prop has been updated
Fixed various visual issues found in the map, lighting fixed, slight gameplay alterations, and added a small detailing added in places
Arrows light now on D, if close enough to volcano tubes
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