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Vigil RC7

Single stage 4 point payload, originally made in the 2016 Winter 72 Hour Jam

  1. RC7 (1/2/2019)

    - Moved the middle doorway in the side house between first and second to behind the chicken wire fence, with the gate previously in that door being removed
    - Adjusted some geometry in the side house between first and second to remove sightlines introduced by previous change
    - Extended the rollback ramp on third and moved it closer to the point
    MegapiemanPHD thanked this.
  2. RC6 (17/10/2019)

    - Added sky-bridge above cart path to first to prevent high bombs from demomen
    - Changed rock formation on first to building to prevent snipers from being able to climb up there. Roof is buildable, so snipers are able to use teleporters to get up there, although there is not as much cover on top of the building compared to the rock formation that was previously there
    - Added new route into the side building leading into second from the forward hold on first
    - Added new fence next to the...
    [LuNo] KimFareseed -TPF- thanked this.
  3. RC5 (12/5/2019)

    - Removed perch points
    - Fixed sticky bombs being able to be placed under displacements hill from 1st to 2nd
    - Fixed BLU players being able to use loadout binds standing next to doors of RED's final spawn
    - Changed rock clipping and raised fence next to rock on first to prevent snipers from getting on top of the rock
    - Changed how the ducks operate (still random, just made it harder to cheat to find them)
    - Added 9 new duck spawning positions (1 for each class of duck)
    - Added/improved on...
    [LuNo] KimFareseed -TPF- and hondjo thanked this.
  4. RC4 (29/6/2018)

    - Reduced sightline from locker room to lobby between 2nd and 3rd
    - Clipping improvements
    - Prevented stickies from being hidden under the tracks between 2nd and 3rd
  5. RC3 (22/6/2018)

    - Filled in pit at last point
    - Lowered sentry platform on last
    - Added stairs to the flank room on last
    - Added a prop jump to allow blu to get up the outside part of the flank room on last
    - Added a high fence on the edge of the map on the flank of the last point
    - Spawn time adjustments on last
    - Removed the decrease in rollback time after the cart goes up the final rollback ramp
    - Reduced size and adjusted position of third point rollback ramp
    - Added barriers to the rocks near third...
  6. RC2A (2/3/2018)

    - Bug fixes
    mobious thanked this.
  7. RC2 (25/2/2018)

    - Blocked sightline from near third cap to exit of Locker Room
    - Removed rafters above the tracks between Second and Third caps
    - Added small health pack in oil
    - Small changes to detailing
  8. RC1 (12/1/2018)

    - Slightly increased cart speed on last ramp (from 40 to 44)
    - More detail around the map, touching up the empty places
    - Better lighting in places
    - Soundscapes added
    basilhs333 thanked this.
  9. B7 (8/12/2017)

    Gameplay Changes:
    - Reduced time added after A, B and C caps by 30 seconds.
    - Reduced time for cart to rollback after last being touched by BLU to 25 seconds for all of the track except for just after the last rollback ramp, where it is now 21 seconds (down from 30 seconds).
    - Adjusted clipping.

    Detailing Changes:
    - More detailing around last.
    - Better blended bottom of cliffs into the clouds.
    - Added custom skybox and added env_sun to align the sun angle with the environment lighting...
    basilhs333 thanked this.
  10. B6 (2/10/2017)

    - Raised rock formation on first to disallow snipers from standing on it.
    - Changed climbable rocks to a log to make it easier to get up.
    - Added slight outcrop on second to give spies another possible decloak spot.
    - Removed climbable invisible ledge on last - players now need to use the pipes to get up the drop-down cliff.
    - Re-added a skill jump from final tunnel exit to the upper flank cliff that was accidentally removed in the last version.
    - Remade the flank area of last.
    - Moved final...
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