• Fixed two clipping issues on point C where players could stand on unintended ledges.
  • Made minor optimization improvements, including removing unviewable props.
  • Enhanced visual elements with lighting and detailing improvements.
  • Fixed bot pathing issue on point A (first stage); Blue bots will no longer get stalled behind the now-taller fence.
  • Adjusted the route of a geyser on point C (lower island) for better logical consistency.
  • Updated visual aspects of Red buildings on point D.
  • Recompiled the map to resolve any errors post-64 updates.

    Thanks for the continued play and interest
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
  • Map menu added properly and working
Uploading correct B10 to match workshop. If you have a version any larger than ~68mb, please replace it with this version. Thanks
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
View: https://www.youtube.com/watch?v=TuWvjbNpCVY
Found an issue in spawn, so included a few more fixes and updates. More dinos!

Going to the workshop sometime this week. Thanks for playing
  • New Raptor, bronto, and parasaur bones model added, additional custom signs added, additional community easter eggs have been added
  • Small amout of details updates, a few prop changes out to fit better areas
  • How bomb cart falls in hole on D has been updated, final explosion updated to be longer and more grand (smaller tubes now go off)
  • Fixed last respawn room, not being able to respawn in certain areas and build teleporters in spawn
  • One geyser on A moved to small geysers particles to help stop player vision loss coming over the hill with the t-rex skeleton
  • The final two geysers on D now shoot you out 3x higher than previously, making some risk of exposure and longer route added
  • Fixed being able to sit at top of geysers tubes on the last point without being shot up
  • Fixed being able to snipe between small gaps in certain areas
  • Fixed various issues like, clipping, shadow issues, unsewn displacements, and other small things
Found a major particle error in B7. The particle has been removed from the map in B8 fixing the error.
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
  • lots more love, thanks for checking it out

Attachments

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    4-6-23 pl extinction D6.png
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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