14bit72 - PD with water! A small PD map in a swamp-ish place, with doors that dump you into the water. Custom Content: PD Prefab by @Egan Giant Sequoia Trees by @EArkham Sequoia Skycards from Highwood by @Asd417 Hurricane Daytime Skybox from the Swamp Pack Battlefield Grass Blends/Detail Sprites from Frontline! Water texture is a modified version of the official texture water_murky, originally from the Swamp Pack
It's now called waterlog! Added tf_glow signs that light up when the points are open Lowered point A Prevented players from blocking the doors on A Prevented players from hiding inside A while it is closed Fixed players getting stuck on/in/blocking the trap doors Reworked center building Changed some heath and ammo Fixed a broken resupply locker Added spectator cams Light detailing Read the rest of this update entry...
Added further measures to push players off of the inside ledge of Point A while closed Texturing pass has begun Minor detailing Clipping improvements Removed some ammo packs to combat mini sentry spam Read the rest of this update entry...
Increased lighting in dark areas Blocked sightlines up to A Made the jump down to B easier Detailing 3D Skybox Read the rest of this update entry...
Optimization pass The whole map no longer renders at once Let me know how I did on this, I'm not sure it's good enough yet Clipping improvements Added ramps to the side doors near the top of the map This eliminates the need to jump up into the building when approaching from the sides Lowered the score limit 4 points are added for each player in the match (down from 5), lowering the maximum needed to win to 106 points (down from 130) Added announcer voice lines when the points open Read the rest of this update entry...
Oh wow, this came along quite far since the first time I saw you working on it on stream. Looking pretty slick.
Fixed some missing clipping that could allow players to get out of bounds Fixed some mirroring inconsistencies with the rock props Improved lighting in some locations Added a new ramp up from lower to the side platforms Read the rest of this update entry...
Added a player launcher to the Open/Close logic for B This should finally prevent players from getting stuck between the doors when they close Added some shacks below A Greatly improved signage around the map Improved lighting Slight optimizations Read the rest of this update entry...
Reworked countdown indicators on the HUD A stopwatch will be shown next to the countdown at the start of the round, before the randomly-chosen first point opens. Afterwards the HUD will function as follows: An up arrow appears on the HUD when A is opening next A down arrow appears on the HUD when B is opening next Letters are still show when the points are open Added launch pads to the pit below A These launch players up onto the point when it's open When the point is closed, players get dunked though the open hole where the point usually is Removed doors around point A Added splash effects when players get dunked at point A Increased water depth underneath both points These areas are now deep enough to put out fire These areas are also now deep enough to hide sentries Stickies, Mad Milk, Jarate, and other projectile-based items now correctly collide with/stick to both control points As a trade off, engineer buildings can no longer be built on either point Sticky bombs will remain in mid-air after the doors re-open. If anyone knows how to make them fall or destroy them, let me know Improved clipping Probably other minor things I forgot I'll redo the spawns next if they are still having issues Read the rest of this update entry...
Increased launch pad power to be more consistent Increased lighting on the launch pads to make them more visible Fixed players getting stuck in the ground when the floor drops away on the points Read the rest of this update entry...