Lots of little changes, fixes, and reworks all over for this version! There's a visual bug with the water near the new spawn at Lighthouse, but it's late and I'm tired and I can't be bothered to fix it right now.
Changes to Orchard:
Moved control point closer to Waterfall slightly
Added a (very) small amount of cover on the point
Reworked outer Orchard->Waterfall connector
It's flatter
It's slightly wider
It's lower
Changes to Lighthouse:
Adjustments to cover
Rebuilt the spawn
It's a funky little boathouse now
Rebuilt the area adjacent to the point to help with flow during Lighthouse/Orchard rounds
Adjustments to the trigger_pushes in the ocean
They should interfere with fights less often, as they are farther out in some places
Added a way to jump up from the dead-end water bit near spawn
Reworked and combined the Depot/Lighthouse/Cave connector
It's now an observation deck!
Reworked inner Lighthouse->Orchard route
There's more cover in the building
Orchard exit has been moved to favor Orchard less
Changes to Waterfall:
Adjustments to cover
Changes to Waterfall->Depot routes
Widened the inner route slightly
Lowered the outermost route and reworked it to be better for Waterfall
Added an extremely basic, temporary 3D skybox
You can see the lighthouse from all the stages!
The ocean looks slightly larger!
The final points have fancy smokestacks!
Fixed Blu's final spectator cam being tied to Red's final instead of Blu's final
Fixed finals being inaccessible during TF2M Feedback Round
Fixed several random doors being closed during TF2M Feedback Round
Fixed the the spawns breaking completely if played with Sudden Death enabled
None of the rounds I wanted to test got tested in the last test, so I've decided to tweak the ones that were played for now. At the moment the least fun round is Waterfall to Lighthouse, which is unfortunate since it's one of the most played. This version is mostly some quick fixes to the Cave and the finals, and more substantial rebuilds will occur in future versions as needed.
Unclipped roof of shack at Waterfall, by popular request
The roof is now nobuild for sentries instead
Changes to the Cave route
Added additional ramps and routes to help teams flow better
Adjustments to cover
Slight cover tweaks around the Lighthouse entrances
Scaling adjustments to the Depot -> Waterfall routes
Tweaks to the final rounds
Expanded finals by 256 units
Added setup gates that slowly open once the round begins
Added and adjusted some cover
Defender spawn wave times reduced to 8 (down from 10)
Added a few placeholder informational placards around the park
I'm surprised at how much people seem to like this! I know some of the rounds are very unbalanced (I've got a spreadsheet where I'm tracking everything), but I need more data before I commit to big changes. Two of the rounds haven't even happened yet! So for now, here's some small fixes while I wait for more data:
Fixed Lighthouse's func_respawnroom not covering all of spawn
Fixed Orchard not having a func_respawnroom
Rotated Orchard's spawns to face both doors for all rounds except Red Final
Re-added a missing ramp in the caves that was accidentally deleted in A2A
Cleaned up some brushwork in the caves
Improved clipping in the caves
Raised the skybox on one of the connectors between Depot and Lighthouse
Health and ammo tweaks
Swapped a small and medium health in the caves
Added a medium health at Waterfall
Reduced ammo at Waterfall to small (down from medium)
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