National

TC National a7

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
It's called National now, since it's a National Park
  • Added custom round overview
  • Changed some pack placements
  • Changed some signage
  • Increased water texture scale

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Fixed round overview not being packed (?)
  • Blocked sightlines at Lighthouse and Waterfall
  • Changes to the cave route geometry
  • Widened some doorways
  • Adjusted signage
  • Clipping Fixes
  • Lighting improvements

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14bit

L14: Bit Member
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Oct 5, 2014
642
2,066
I'm surprised at how much people seem to like this! I know some of the rounds are very unbalanced (I've got a spreadsheet where I'm tracking everything), but I need more data before I commit to big changes. Two of the rounds haven't even happened yet! So for now, here's some small fixes while I wait for more data:
  • Fixed Lighthouse's func_respawnroom not covering all of spawn
  • Fixed Orchard not having a func_respawnroom
  • Rotated Orchard's spawns to face both doors for all rounds except Red Final
  • Re-added a missing ramp in the caves that was accidentally deleted in A2A
  • Cleaned up some brushwork in the caves
  • Improved clipping in the caves
  • Raised the skybox on one of the connectors between Depot and Lighthouse
  • Health and ammo tweaks
    • Swapped a small and medium health in the caves
    • Added a medium health at Waterfall
    • Reduced ammo at Waterfall to small (down from medium)
  • Attempts at optimization
  • Added spectator cameras

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
  • Completely rebuilt Lighthouse point
    • Rebuilt Lighthouse -> Orchard connectors
    • Rebuilt Lighthouse -> Depot connectors
    • Partially rebuilt Lighthouse -> Waterfall connector (Caves)
  • Finally actually fixed the respawnroom visualizers at Orchard
  • Reduced final A/D rounds to 3 minutes (down from 5)
  • Grammer fixes to control point names
  • Adjusted some staircases at both finals
  • Added a ramp next to the Depot point
  • Health and ammo adjustments
  • Clipping fixes
  • Optimization attempts
  • Probably other stuff I forgot

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Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
Waterfall feels like it should be tilted more towards the middle rather than being side facing? Either that or the approach from depot needs rethinking. The majority of the waterfall area felt irrelevant in the depot-waterfall round.
 

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
None of the rounds I wanted to test got tested in the last test, so I've decided to tweak the ones that were played for now. At the moment the least fun round is Waterfall to Lighthouse, which is unfortunate since it's one of the most played. This version is mostly some quick fixes to the Cave and the finals, and more substantial rebuilds will occur in future versions as needed.
  • Unclipped roof of shack at Waterfall, by popular request
    • The roof is now nobuild for sentries instead
  • Changes to the Cave route
    • Added additional ramps and routes to help teams flow better
    • Adjustments to cover
  • Slight cover tweaks around the Lighthouse entrances
  • Scaling adjustments to the Depot -> Waterfall routes
  • Tweaks to the final rounds
    • Expanded finals by 256 units
    • Added setup gates that slowly open once the round begins
    • Added and adjusted some cover
    • Defender spawn wave times reduced to 8 (down from 10)
  • Added a few placeholder informational placards around the park
  • Health and ammo adjustments
  • Lighting improvements

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14bit

L14: Bit Member
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Oct 5, 2014
642
2,066
14bit updated National with a new update entry:

A5: Bigger finals

  • TF2M Feedback Round Support
  • Fixed a few missing patches
  • Health and ammo adjustments
  • Lighting improvements
  • Clipping fixes
  • Changes at Lighthouse:
    • Enlarged the capture zone area
  • Changes to Lighthouse/Orchard connector:
    • Rebuilt the Orchard/Lighthouse connector
      • Changes imported from the ICTF version of National from MC13
  • Changes at Orchard:
    • Enlarged the capture zone area
  • Changes at Waterfall...

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
14bit updated National with a new update entry:

A5A: The map isn't stuck in setup time now

oops
  • Fixed the map being stuck in setup time forever
  • Fixed the map getting stuck in an unwinnable state if a team has to defend final for the second time in the same match
  • Fixed a visual bug where the round timer would reset to full before the next round began after successfully defending final
  • Fixed respawnrooms not being set to the correct teams in certain cases, trapping players in spawn

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
14bit updated National with a new update entry:

A6: Better Routes

Lots of little changes, fixes, and reworks all over for this version! There's a visual bug with the water near the new spawn at Lighthouse, but it's late and I'm tired and I can't be bothered to fix it right now.
  • Changes to Orchard:
    • Moved control point closer to Waterfall slightly
    • Added a (very) small amount of cover on the point
    • Reworked outer Orchard->Waterfall connector
      • It's flatter
      • It's slightly wider
      • It's lower
  • Changes to...

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14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066

14bit

L14: Bit Member
aa
Oct 5, 2014
642
2,066
14bit updated National with a new update entry:

A7: Revamps and Reworks

Orchard and Lighthouse have been statistically favored to win in matchups, which means the map is Red sided since Red starts with both. This update is aimed at addressing this issue by making Blu's points stronger and Red's points weaker.
  • Changes to Orchard:
    • Fixed spawn doors visually clipping through the roof of spawn
    • Expanded outer Orchard->Lighthouse entrance
      • There's a new building with some new pickups in it!
    • Reworked inner Lighthouse->Orchard...

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