RC1 is finally here, complete with a full cinematic finale sequence just like the Valve maps of old. Thanks to all of our testers at TF2M and TF2C; your feedback was indispensable in making this map into what it is today! Working on this map has been an incredible journey, and I'm very proud of the result. I hope you like it too!
-14bit
Gameplay Changes:
Reduced Red's spawn times across the whole map by 1 second
Increased archaeology by 210%
The kill trigger for the explosion at Final is bigger, and throws ragdolls more consistently
Sound improvements:
Reworked existing soundscapes
Three new custom soundscapes
Changed stone door opening sounds
Detailing tweaks and additions:
Added the long-awaited cinematic finale sequence
Added two special spectator cameras for watching the finale
Lighting changes:
New light_environment settings
Lighting fixes on some props
Lighting adjustments in a few areas
Further improvements to the 3D skybox
Loading screen images
Simplified server browser image
Many other minor changes and fixes
Other changes/fixes:
Localized text on the final capture point now uses #Badwater_cap_4 instead of #Badwater_cap_3 ("Final Capture point" instead of "Third Capture point")
Fixed several visible nodraw faces
Removed the remaining uncredited assets that slipped through
Re-removed changing skybox after it was accidentally re-enabled in the last version
Hello, 14bit again! Just some bugfixes and detail work! Completely normal! Nothing unusual going on, move along, don't look too closely. Why is this B13A and not B13? You ask too many questions.
Removed all remaining uncredited assets
This was mostly textures from the bulletcrops pack without known authors
In some cases new assets were created to replace them, while others were replaced with stock equivalents
Replaced all Frontline ammo crate models with stock equivalents
Improved bot support:
Fixed an issue in the A room that prevented bots from crossing in front of Blu's forward spawn
Fixed an issue where bots would attempt to use a deathpit as a flank route (finally)
Fixed an issue that prevented bots from crossing the plank on the top floor between A and B
Fixed an issue that causes bots to try and pass through the A door while it was still opening
Fixed an issue that prevented bots from dropping off the ledge outside of Red's forward spawn
Fixed an issue that prevented bots from dropping off the broken stairs in the cave near B
Fixed an issue that prevented bots from dropping off the ledge above the tracks at final
Reduced time gained on capturing B to 4 minutes (down from 5)
Increased archeology by 194%
More detailing, mostly around final and B
Removed a leftover sign from Blu's old forward spawn that would appear when B was captured
Fixed Z-fighting on the platform in the finale pit
Fixed the top faces of some doors being fully black
Fixed some extreme texture stretching on some displacements near final
Fixed being able to build teleporters that could block teammates from leaving Blu's forward spawn
Fixed the lower door on Blu's forward spawn blocking players on the platform above
Hello, 14bit again! While there's a few areas that still need work/will be changed, the vast majority of the map has now been artpassed! b12 was an internal version that was never publicly released, but to prevent version conflicts between the few people who do have it this version is b12a.
Initial artpass of:
Blu's forward spawn
Red's forward spawn
Final
New models:
New statue variants
Some statues have lost their heads, can you find all the missing heads around the map?
Custom pipeline at final
Fixes:
Fixed the track props floating on the rollforward ramp at A
Fixed the finale explosion not throwing ragdolls away from the explosion (maybe?)
Fixed the final deathpit not having Zero Damage Force enabled
Fixed an issue with the 3D skybox casting shadows into the pit at final
Fixed an issue with being able to see the sky while underwater at Blu spawn
Fixed a few models without collision meshes being set to solid
Clipping fixes
Lighting improvements/adjustments
Known issues:
The stairs in Blu's forward spawn do not have clipping
Another spicy 14bit update, even though this will say it's from abp for some reason despite me (14bit) being a "team member" for it here on the site. Mysterious!
Changes at B:
Added a window to the ceiling so you can see between the point and the room above it
Changes at Final:
There's significantly more cover
The track is slightly different
The Pit in the middle is gone, filled in with sand
Small fixes:
Removed several nobuilds
Moved a resupply cabinet in Red's final spawn
Tied spectator cameras to point owners
Bots recalculate a lot faster when doors open
Replaced more custom textures with stock equivalents
Fixed the pits at final still having damage force (again, again)
Fixed a wall near B/old Blu forward spawn deflecting stickies/thrown projectiles
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