Stranded - Destroy the rocket before it destroys you! Map on steam workshop! Click! RED base was stranded, but re-activated on top of the mountain. Push the payload cart and destroy their rocket silo before they launch the rocket! Stranded is a payload map, a result of nearly 8 months of hard work. The work continues and map fine tuning has just started. Please take a look and report any bugs you find. Thanks! Map by ICS, www.ics-base.net
- 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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 Read the rest of this update entry...
Hi, I run this map on a server! Every map I add to the server I go over beforehand and find and fix all exploits. Found two for this map. Annoying when people sit up here, can't do anything about it. Can sentryjump up here and build up ontop of the clip and negate that entire area, or drop down behind the clip and build a trap.
- 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 Read the rest of this update entry...
- 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! Read the rest of this update entry...