Stranded

Stranded RC3

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- Fixed another exploit of being able to build above RED base near middle between CP2 and CP3.
- Fixed exploit of being able to build inside the room next to BLU starting base, from under the door.

Thanks to A Bucket for reporting these!
- Fixed 2 exploits:
-- Demoman being able to be high between CP1 & CP2
-- Engineer able to build above 1st RED spawn
- Added pathway for spies to reach front of last BLU forward spawn area
- Fixed RED sometimes getting stuck at their 1st spawn when CP2 is capped
- Fixed gate near CP3 not closing and becoming one way when point is capped
- Several miscellaneous fixes and improvements
Changes to rc1:

- Added missing bot navigation
- Improved bot navigation mesh so they move better and know where to go
- Added some extra cables to the air from building to another
- Added closed door area near blu last spawn area
- Closed one route for the same reason above
- Optimized model draw distances
- Fixed displacement texture errors in the mine area
- Fixed few displacement cracks outside of the map
- Fixed hovering arrow sign
- Fixed a spot high up at the rooftop near C where players could stand
- Fixed possible exploit spot
- Fixed all remaining console errors
- Lowered explosion sound when cart falls down the pit
Changes from b2 - b5

- Renovated the storage area near C capture point, little simplified and more fluent
- Added pathway from B point area to upper area leading to RED first spawn area
- Fixed thunder and lightning strikes happening too late when cart is already near C point
- Fixed RED last spawn lower door having its doors open by default
- Fixed some props fade errors (fading too soon)
- Increased respawn time of RED team slightly when point B is captured
- Simplified tracks between B and C area, now they dont confuse players
- Started lighting adjustments for the map
- Changed track near last BLU spawn to prevent people getting stuck on the low ceiling while riding the cart
- Modified bridge after D point to prevent people getting stuck on bridge, while riding the cart
- Modified BLU last spawn area falldown so players dont take damage from the drop
- Adjusted draw distance from D point towards C, improving framerate on that area
- Added some detailing indoors near the RED first base area
- Added markings with overlays on places indoors where ammo and health spawns/respawns
- Added menu photos for loading screen
- Removed big health kit from middle of the map
- Improved clipping on the map, no more bumping to odd spots that easily
- Made railings non solid outside last BLU base
- Made some props non-solid to prevent players standing on them up high
- Made some props outside of the playable area non solid
- Fixed texture error in RED 1st base
- Fixed people possibly getting stuck in one way door at RED last area
- Fixed a crack in the ground near final pit
- Fixed few texture errors
- Fixed few props still having too low directx level to display them ingame for everyone
- Fixed nearly all console errors occuring from models missing vphysics. Some still escaped me.
- Added more blue shade to two BLU forward bases
- Fixed respawn closet being partly inside wall at blu base
- Fixed few props being non-solid
- Fixed few props not being visible at all DirectX levels
- Fixed players not teleporting from RED 1st base to next one if point was capped after they spawned
- Fixed RED last base lower door while being open blocking players running through from the upper door
- Fixed first control point blocking players going up from downside of it
- Fixed D capture point icon being tad sideways, is now straight
- Fixed ground area between CP2 B and CP3 C blocking players where tracks cross paths
- Removed leftover mine cart and its path track system
- Removed blowing weather effects from last area
- Removed one way door near D control point
- Reduced blueness on blu base
- Added some extra drainage near C capture point