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Hello, 14bit here! I finally snapped and made layout changes in addition to detailing. abp and I are split on the changes to Blu's spawn exits, so we've left them be for now to test them along with the other layout changes.
Train bells now play when cart doors are opening
Significant reworks to the A->B area
Shifted the whole map past A point 256 units south to break sightlines through to B
This also gives lots more room for Gameplay™ to happen and should make B more fun
Made the river route more obvious for Red on A
Changes at final
Reworked the route for Blu to get up to Red's balcony at final to be more obvious and require less jumps
Rearranged the wooden stairs in the pit
Changes to cover
Changes to spawn behavior
Red team now immediately respawns when the cart reaches the A door
Red team no longer immediately respawns when B is capped
Added a no entry hologram to B's upper door on Red's side that disables when the door opens
Nobuilded a few fun, but annoying spot sentry spots really high above gameplay space
Notably around final and Blu spawn
Fixed missing patches under pickups
Clipping fixes
More detailing
Removed a few custom assets, replacing them with stock equivalents
Basic bot support
tf_point_nav_interface stuff to let bots know how the layout changes when the doors open
func_nav_blocker/geo changes in the river to stop bots from trying to use it as a flank and dying repeatedly (yes, really)
Bots can't figure out how to get to Red's upper deck at final since it involves jumping and I can't be bothered to actually edit the navmesh to tell them they can make a specific jump the automatically generated navmesh doesn't account for
They also don't understand the one-way door at final so they get stuck there
These issues will get fixed with a proper, hand-edited nav once we get to RC
Changes to Blu spawn area:
Moved one of Blu's spawn exits
Changed concrete blocks into piles of bricks
Adjustments to cover near the temple door
Changes at A:
Moved the control point
Adjustments to cover
The river no longer glows
Added signs saying there's a deathpit, since people kept walking directly into the deathpit
New bird statues
They're better proportioned and have nicer textures
Changes at B:
Added a second exit to Blu's forward spawn
The door above B now opens when A is captured again
Changes at C:
Moved Red's upper bit of final down by 64hu
Enabled Zero Damage Force on deathpits
Changed the damage type on some deathpits
Various detailing changes
Texture adjustments
Clipping fixes
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