- Dec 16, 2008
- 818
- 245
Underhanded rc1a
Undermining all foes!
now available in Raspberry RC flavour!
A new locale has emerged in the constant search for those fabled pits of gravel.
In the mounting desperation, fuelled by the ever growing gravel shortages, the teams have taken to searching below the surface of the earth itself.
In preparation for the ensuing subterrainean conflict, both sides have contracted out for underground bases from the famous fortress builders of TF2M.
Unfortunately, both teams have selected the same site for their secret bases, and when this is discovered, all hell breaks loose as each side tries to repel the interlopers.
changelog:
rc1a:
- updated the preview picture
- fixed the cubemap error (cubemap data existed, but it was not being used for some reason)
rc1:
- changed the lighting for the lightbulbs to remove the over-saturation effect on nearby wall/ceiling/model geometry.
- added 4 addition falcon-console-station models in gameplay areas to ensure map is eligible for the tf2maps contest.
- fixed the issue where players could get caught up against clipping in the vents, which also caused issues in placing engineer buildings in the vents. (caused by the collision mesh of the ceiling light models).
- changed fade distance on a number of models, most notably the consoles on the 1st floor of the rocket room.
- spruced up the spawnroom slightly.
b10:
- considerable layout changes to the two bases
b9:
- changed the spawn room position to counter the issue of it's proximity to the flag room.
- set spawn wavetime to 7 (previously 5).
- added invisible clipping to all doorframes.
- changed medkit distribution within the bases.
- made changes to the central area (walkways, elavator shafts, exchanged rocks for portacabins).
- changed the front base entrance to make it more accessible.
- removed balcony access on the right flank.
- redesigned the intel room.
- other minor changes.
b8:
- fixed a bug where no light was reaching small areas on a wall in the rocketrooms.
- added small ammo packs to the side paths
- removed the ammo from the top floor of the rocketroom
- added more cover to the flagroom area to promote more sentry-antisentry combat.
- moved the position of the flag to a more central point in the room.
- removed a couple of erroneous (overlapping) brushes.
- fixed a mistake in the soundscape file that had the central area's volume and pitch values switched for the thunder.
b7b:
- fixing issues with one of the areaportals
b7a:
- changed the one-way path into a 2-way path
b7:
- changed fade distances on some props.
- added arrows and changed lighting to better highlight the base entrance.
- replaced the dropdown with a staircase.
- connected side passages to the rocket room.
b6a:
- changed fade distances on some props.
- fixed a bug that let flags end up in an unreachable position.
- fixed the "super-reflective" issue with the inside faces of the windows.
- made the "tunnel" exit passage a one way (exit only) passage.
- minor layout change to the drop-down/watchyourstep entrance path.
b5/b6:
- completely remade the front/mid areas of both bases.
- changed the drop-down entrance path connectivity.
- changed fade distances on many props.
- modifed the spawn room area to minimise the number of obstactles.
- added a few more ammo/health packs to help balance up the changes to the layout.
- minor lighting tweaks.
- darkened the glass used in most windows to make it clearer that they are not open pathways.
b4:
- added 1 new 2-way entrance into the bases
- added 1 new drop down entrance into the bases
- changed the clipping/physics on the railing models to counter issues with sentry targetting.
- minor lighting tweaks
b3:
- fixed a small gap in the windows around the flag room that sentrys could abuse.
- lifted the height of health and ammo pickups by 8 units (so they can still be picked up if a teleporter is placed on them)
- rebuilt the main base entrance area to lead to the bottom floor (simplifying the path out of the base)
- added a few arrows/signs to help players navigate.
- added sun tsu's art of war easter egg.
b2:
- added more arrows and signs to the bases
- touched up the spawnrooms to make them feel more spytechy
- fixed clipping issues on models, including getting stuck between the truck and the rock in the centre
- aligned floating models with appropriate surfaces
- extended the size of the triggers for the spawn doors (now 136, was 128), door move speed retained at 500
- removed collisions from doorframes
- added tf2m posters to the spawn rooms
- added more lighting to fix the darker areas of the map
- set spawnrate to 4 (was default)
- added the setstalemateontimelimit output to the logic_auto to fix the infinite overtime bug
b1: initial release.
Undermining all foes!
now available in Raspberry RC flavour!
A new locale has emerged in the constant search for those fabled pits of gravel.
In the mounting desperation, fuelled by the ever growing gravel shortages, the teams have taken to searching below the surface of the earth itself.
In preparation for the ensuing subterrainean conflict, both sides have contracted out for underground bases from the famous fortress builders of TF2M.
Unfortunately, both teams have selected the same site for their secret bases, and when this is discovered, all hell breaks loose as each side tries to repel the interlopers.
changelog:
rc1a:
- updated the preview picture
- fixed the cubemap error (cubemap data existed, but it was not being used for some reason)
rc1:
- changed the lighting for the lightbulbs to remove the over-saturation effect on nearby wall/ceiling/model geometry.
- added 4 addition falcon-console-station models in gameplay areas to ensure map is eligible for the tf2maps contest.
- fixed the issue where players could get caught up against clipping in the vents, which also caused issues in placing engineer buildings in the vents. (caused by the collision mesh of the ceiling light models).
- changed fade distance on a number of models, most notably the consoles on the 1st floor of the rocket room.
- spruced up the spawnroom slightly.
b10:
- considerable layout changes to the two bases
b9:
- changed the spawn room position to counter the issue of it's proximity to the flag room.
- set spawn wavetime to 7 (previously 5).
- added invisible clipping to all doorframes.
- changed medkit distribution within the bases.
- made changes to the central area (walkways, elavator shafts, exchanged rocks for portacabins).
- changed the front base entrance to make it more accessible.
- removed balcony access on the right flank.
- redesigned the intel room.
- other minor changes.
b8:
- fixed a bug where no light was reaching small areas on a wall in the rocketrooms.
- added small ammo packs to the side paths
- removed the ammo from the top floor of the rocketroom
- added more cover to the flagroom area to promote more sentry-antisentry combat.
- moved the position of the flag to a more central point in the room.
- removed a couple of erroneous (overlapping) brushes.
- fixed a mistake in the soundscape file that had the central area's volume and pitch values switched for the thunder.
b7b:
- fixing issues with one of the areaportals
b7a:
- changed the one-way path into a 2-way path
b7:
- changed fade distances on some props.
- added arrows and changed lighting to better highlight the base entrance.
- replaced the dropdown with a staircase.
- connected side passages to the rocket room.
b6a:
- changed fade distances on some props.
- fixed a bug that let flags end up in an unreachable position.
- fixed the "super-reflective" issue with the inside faces of the windows.
- made the "tunnel" exit passage a one way (exit only) passage.
- minor layout change to the drop-down/watchyourstep entrance path.
b5/b6:
- completely remade the front/mid areas of both bases.
- changed the drop-down entrance path connectivity.
- changed fade distances on many props.
- modifed the spawn room area to minimise the number of obstactles.
- added a few more ammo/health packs to help balance up the changes to the layout.
- minor lighting tweaks.
- darkened the glass used in most windows to make it clearer that they are not open pathways.
b4:
- added 1 new 2-way entrance into the bases
- added 1 new drop down entrance into the bases
- changed the clipping/physics on the railing models to counter issues with sentry targetting.
- minor lighting tweaks
b3:
- fixed a small gap in the windows around the flag room that sentrys could abuse.
- lifted the height of health and ammo pickups by 8 units (so they can still be picked up if a teleporter is placed on them)
- rebuilt the main base entrance area to lead to the bottom floor (simplifying the path out of the base)
- added a few arrows/signs to help players navigate.
- added sun tsu's art of war easter egg.
b2:
- added more arrows and signs to the bases
- touched up the spawnrooms to make them feel more spytechy
- fixed clipping issues on models, including getting stuck between the truck and the rock in the centre
- aligned floating models with appropriate surfaces
- extended the size of the triggers for the spawn doors (now 136, was 128), door move speed retained at 500
- removed collisions from doorframes
- added tf2m posters to the spawn rooms
- added more lighting to fix the darker areas of the map
- set spawnrate to 4 (was default)
- added the setstalemateontimelimit output to the logic_auto to fix the infinite overtime bug
b1: initial release.
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