Graveyard (Lumberyard Event)

Graveyard (Lumberyard Event) VScript v3

  • Fixed TFBots not becoming ghosts
  • Fixed lingering wearables on players that turned into ghosts.
  • Fixed players joining late being added into a team's player count on the HUD.
  • Removed the rare spell given to the last player standing.
  • Converted some medium health kits into small health kits.
  • Removed small health kits from the second story of both churches.
  • The strings in chat are uncolored for the time being while tf_english gets updated on valve's end.
I remade the mode in VScript, fixed a few bugs, and made it look a bit more polished overall. This version may not be perfect and will be tested soon!
I had a complete brain spasm and uploaded a totally broken version, so I fixed b13 and regressed back to it
B14 is an update I forgot to add here that I put on the workshop version

-Removed erroneous coffin that existed for no reason
-Replaced some textures with improved edits
-Added more clips to smoothen corners
-Replaced concrete block in the yard with a white truck
-Fixed the windows on red side to match the balance of blue side
-Updated pickup truck models
  • Removed erroneous coffin that existed for no reason
  • Replaced some textures with improved edits
  • Added more clips to smoothen corners
  • Replaced concrete block in the yard with a white truck
  • Fixed the windows on red side to match the balance of blue side
  • Updated pickup truck models
  • The Lightning Ball spell, along with various exploits, can no longer be used to retrigger the Last Man Standing effect in the same round
  • Fixed missing sounds and effects for the random spell spawning event
  • Clipped the tops of the pine trees
  • Removed floating support above the control point
  • Various clipping and prop adjustments
  • Added a delay to the spawning of the skeleton king
  • Tweaked the texture of the ghosts
  • Fixed misaligned clipping on stairs and gates
  • Fixed z fighting walls
  • Changed the normal announcer/Blutarch lines for Merasmus ones, making them all Merasmus
  • Added voiceover for the spell spawn event
  • Undid the rare spell game text change
  • Added loading screen photo collage and mission briefing

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  • Fixed missing church signs
  • I also forgot "b10a" but its been a long day
B10 marks the state where I consider the map polished enough to be put on the workshop. This won't be the last update, as there's still some work to be done (mainly on the audio side of things), but other than that, the gameplay and aesthetics of the map are pretty much done for now!

I've got a lot of work I'm juggling at the moment, so I'm not running off to celebrate quite yet. However I am very excited to hear feedback about the map. I'm going to be recording gameplay of the map to use on the workshop, which may or not be it's own test session- to be determined. Anyway!

Patch Notes-
  • Fixed more collisions, clipping, and perches
  • Fixed the sounds for spell spawns being too loud
  • Fixed users on <dx90 having a white overlay when becoming a ghost
  • Fixed a case of players being awarded a common Last Man Standing spell after a round has ended
  • Fixed the death pit not being removed during FB rounds
  • The random skeleton king can no longer happen on the first round
  • Changed the random spell prompt to tf_game_text from game_text
  • ACTUALLY fixed the spell spawn particle
  • Added gargoyle spawns
  • Fixed some minor prop clipping
  • Added more signs and changed some vehicles