Oilchange

Oilchange Rc2 - Test

You will be able to find the true RC2 ina few days on the workshop!
Oilchange - Workslop
This version simply adds some of

FGD5's awesome tool models
with
Pinewabble's skitz tarp and one (1) tree model

As well as some of my own Optimization experimentation. let's see how this goes
EYYYYYYYYYYY WORKSHOP RELEASE LETS GO BABY
Quite a lot has changed itself, in all possible aspects

Before I even go into that I'd like to thank a few people/ groups:

The Lazy Purple Server (always a blast to play with!)
AsG_Alligators Optimization know how (This map would be close to unplayable without it)
Midnite's consistent bug fixing
And everyone who's supported the map so far! Go Birds!

- Even more wonderful custom assets!
  • Almost perfect performance for players
  • Map loading screen (Very Important)
  • God, so many other things.

Subscribe to Oilchange now on the Steam Workshop!

Attachments

  • Team Fortress 2 - Direct3D 9 - 64 Bit 4_12_2025 6_39_25 PM.png
    Team Fortress 2 - Direct3D 9 - 64 Bit 4_12_2025 6_39_25 PM.png
    618.5 KB · Views: 32
After many months in the Shop we are finally ready to release the new and improved
King of the Hill OILCHANGE!

Let's go over some.. changes
  • 99% Artpassed every nook and Cranny
  • Including new, shiny Custom content from:
@FGD5
@Pinewabble
and
@Square
Just to give you a taste, FGD5 has supplied us with many Vehicles, including fully animated steering and drifting on the Two Revin Race Cars (As well as many, many other models)
Pinewabble has come in Clutch with wonderful Dust particles, tumbleweeds, and BOBBLEHEADS (and other trinkets)
Square has come in with the true blue Advertisement posters which you can find all around the race course.
  • A complete redux to the optimization, Clipping, and...
  • Fully redone 3d skybox and Displacement work!
Make sure to swing by the Museum to learn some History, or stop by the mechanics to get yourself fixed up. And last but not least... The race course itself.

This really has been a long stretch to get ourselves ready for this Summer. I wanted to give a big special thanks to Everyone who's been along this process, big or small. A special thanks to Icecreammachine and NinjaB75 for some real creative ideas, a thanks to Brokk as always for his tips and also tricks with the track train. Another thanks to midnite for always being on the lookout for bugs big and small. There are many, many others I could mention, just know we appreciate it all very much.

Attachments

  • Team Fortress 2 - Direct3D 9 - 64 Bit 4_1_2025 10_12_55 AM.png
    Team Fortress 2 - Direct3D 9 - 64 Bit 4_1_2025 10_12_55 AM.png
    2.8 MB · Views: 34
  • Team Fortress 2 - Direct3D 9 - 64 Bit 4_1_2025 10_14_03 AM.png
    Team Fortress 2 - Direct3D 9 - 64 Bit 4_1_2025 10_14_03 AM.png
    3 MB · Views: 45
Is that an Artpass I smell? The gas fumes and fresh tire rubber sure seems to indicate it.
Welcome to the first layer of Oilchange's canvas -
  1. Almost No dev textures!!
  2. Restructured buildings for blue and red
  3. diner
  4. 3d skybox (possibly to be fully demolished and redone. we're all still learning here)
  5. better optimization
Due to the intense shift from beta one to beta two, here are some gifs showing the progression:
(some created while still in development)
Blue side, from alpha onward:
ezgif.com-resize (1).gif

Red lobby building:
Untitledvideo26-ezgif.com-video-to-gif-converter.gif

Capture zone:

ezgif.com-resize (2).gif

Red spawn:
ezgif.com-animated-gif-maker.gif

And my favourite; The diner:
Untitledvideo25-ezgif.com-video-to-gif-converter.gif


That should be everything!
No real balance changes worth mentioning. Next update will be the "custom content update," so stay excited for that! From signs, to models, to animations, to tumbleweeds. everything's coming together for Beta 3!
-Middle has been 80% detailed !!
-Added a car wash. very important.
-Fixed(?) loud ass car noise. just dont play on full volume and you'll be fine. no more BRBRBRBRBRB (Thanks Sprinkles
-Area portals! Hint brushes! better skybox! map should play much smoother, even with the added stuff.
-No true 3d skybox yet, but everything has been set up for one. (Thanks brokk)

Added:
HOTEL! RESTAURANT! GET IT WHILE ITS HOT!
Spawns have become a museum and repair shop respectively
DUST FOR THE CARS (thank you seacat08)
Better clipping/ push trigger (thanks midnite)
FOOD SYTALLLLLLSLSLSLSLLSLSL
Final update of a4. this is just ridiculous now
-Renamed soundscripts to actually work for the map. this is why you read the compile log fully folks!
-Threw in some menu photos to cheer me up.

Guess I'm a sound engineer now :)
-Fixed many minor and major clipping issues
-Fixed Blue respawn not fitting the parameters of the building
-so on and so forth
Officially 45% prettier!
-started a 3d skybox
-Shaping and colouring some buildings to prepare for detail
-Very small gameplay tweaks
-No more Sightline from the bleachers!
-Improved spawn/lobby

-DISPLACEMENTS
-I don't fuckin know anymore
-"I tire of Pornography" (quote from refined gentleman Rhamking)

MADE SOME CUSTOM ADVERTISEMENTS! (more to come)
Last update was rushed at the end, so this updates serves to midigate anything not correctly rotated over, clipped, or textured.
Hopefully this will make the gameplay feedback more accurate.

I wonder if you know, how we do in Tokyo
We have watched the Cars movie a total of (9) times
-Changes to many measurements including the Mid area, and Bleachers
-Added small ramp in spawn lobby
-Minor Detailing
-Improved Cars