Lair - Virtual Duality Yeah, it's the place from the Steam VR. I like the setting a lot. This is larger than most other 3CP maps, probably about the size of a 5CP map. Much of the layout is likely to stay the same but the forward spawns (due to the size) will probably come and go through versions. It's a little buggy right now but it's only minor stuff. Look out for a special surprise when trying to capture the point! And DON'T MESS WITH THE LASER, that thing is armed, and it's not covered in our insurance policy. Lets hope people don't hate it this time around
+Added 2 additional control points, located in each teams atrium. +Tweaked locations and quantities of health/ammo kits +Added defender high ground for last +Added additional forward spawns, used after capturing the atrium and attacking last +Optimised clipping on many props +Lighting improvements +Added some additional signs +Fixed a bug related to areaportals To come: Custom announcer Skybox Layout changes Respawn time changes Extra Clipping Soundscapes Bug fixes ??? Read the rest of this update entry...
+Reworked multiple points in various manners, details below [Points A and E moved forward, small platform with consoles added in its place. Croc tank added in place of the drop-down zone in front of the point.][Points B and C moved outside, in now in the 'garden' area, which now a playable space. Redid the displacements and props in this area, and added Croc pit.] +Extended capture time across all control points +Fixed a bug related to forward spawn rooms +Blu now has a functional laser +Lasers now activate on point capture +Added a means for Defenders to reach the Attacking highground without having to flank +Misc bug fixes To-do: Maybe rotate by 90* Skybox Announcer Soundscapes More depending on playtests Read the rest of this update entry...
+Reworked the mid point, and rotated half of the map by 90 degrees +Added soundscapes (more work to come to these in future) +Changed skybox texture to the one used in the TF2 VR level for accuracy Read the rest of this update entry...
Holy hell this map went from 0 to 100 real fast. The only thing I think that needs work now is the skybox out by the middle 3 points.
+reverted layout back to the old 'straight' format, rather than the 90 degree turn +added extremely basic 3D skybox +added custom soundscapes +added additional props +added a bunch of ambient sound effects +added additional route to and from last, connecting to upper battlements +extended defender respawn time when defending last +changed positions of some props Read the rest of this update entry...