Minor Changes
  • Added barrels on point
  • Lowered fence near one-way
  • Removed one-way shutter
  • Fixed physics on wire prop in shipping
  • Fixed missing decals
  • Toned down lighting on red side and both entrances to shipping
  • Removed nobuilds on the shipping containers and barrels on mid

b5 Update​

This update brings large changes to the layout of the map in an effort to focus player activity around the point. While the two-flank layout was interesting, it overly encouraged fighting on the flanks and going behind the enemy team instead of using the flanks to attack the point. We attempted to solve this by removing an entire flank (pump room) while improving the entrances to the remaining flank (shipping yard) to make it more comfortable to push. We also added a traditional-style cliff/height area to each team's side of the point that should add more variety to gameplay instead of it being mostly flat ground.

Major changes​

  • Removed pump room flank
  • Added new height area to each team's side of mid
  • Reworked each team's entrance to shipping yard

Minor changes​

  • You can now blast jump / winger jump over the fences separating shipping yard from the point
  • Improved some clipping on the forklifts in shipping yard, allowing players to crouch-jump up the palettes
  • Made the dropdown shutter entrance wider, added a ramp to get onto the container easier, and a new piece of cover on the container
  • Reworked the detailing on the blue utility room stairs
  • Added a new set of health and ammo outside of the new shipping entrances
  • Added a mini health on each team's side of point, just under the new height area
  • Added a nook on point with a medium ammo

Attachments

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Added some features to make the pump room shutter from mid more visible
Added hazard tape to various shutters to denote trigger ranges
Fixed some lighting on the point glass
Fixed world lighting to match skybox
Fixed missing wire texture finally
Removed the siren upon capturing the point
b3a -> b3b
Changes
  • Fixed HDR lighting being too bright
  • Fixed overall world lighting
  • Fixed missing cable texture
  • Fixed missing chicken wire above one-way
New Frequency update! b2c -> b3a
Major changes
  • Added medium ammo and medium health near one-way
  • Overhauled one-way, made visuals consistent with each team's theme
  • Moved pack in utility to be more accessible
  • Moved mini health in mini-radar, added more ammo
  • Increased heights of warehouse (building 2), building 3, Choke, Utility room, Pump room, and One-way.
  • Replaced construction spot with new warehouse
  • Removed clipping above warehouse's patio

Minor Changes
  • Reworked interior of building 3
  • Visual theming for red has been improved
  • Added a bridge above valley (path 1) (seals skybox at spawn)
  • Most roofs no longer block jumpers
  • New building near pump room + models
  • Better design for walls of choke
  • New visuals for jurf ramp on mid
  • Some barrels on mid replaced with a crate
  • Removed several models in favor of custom brush work
  • Shipping fence near mid is now opaque

Other Changes
  • Better clipping across the map
  • Proper skyboxes for yard (intermediate area), spawn, and mini-radar
  • Added more barrel stacks in shipping
  • More realistic lighting around the map
  • Moved around spy cameras to be the same as spectator cameras
  • Added wires above point and in yard
added env_tonemap_controller