Badwater Basin (VIP): Difference between revisions
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Ratboy Slim (talk | contribs) |
Ratboy Slim (talk | contribs) Update din 2.1.2 |
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'''[[2.0.0]]''' | '''[[2.0.0]]''' | ||
* Added vip_badwater | * Added vip_badwater | ||
'''[[2.0.1]]''' | '''[[2.0.1]]''' | ||
* Time has passed within Badwater, and it is now brighter outside | * Time has passed within Badwater, and it is now brighter outside | ||
'''[[2.0.2]]''' | '''[[2.0.2]]''' | ||
* Removed Capture Point C, due to its redundancy in actual play | * Removed Capture Point C, due to its redundancy in actual play | ||
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* Updated the visual design of each point's platform | * Updated the visual design of each point's platform | ||
* Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds | * Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds | ||
'''[[2.0.3]]''' | '''[[2.0.3]]''' | ||
* Time has passed within Badwater, and it is once again dark outside | * Time has passed within Badwater, and it is once again dark outside | ||
* Added light sources outside to brighten up areas | * Added light sources outside to brighten up areas | ||
* Added more clipping | * Added more clipping | ||
'''[[2.1.2]]''' | |||
* Added a new exit for BLU team's forward spawn next to B point | |||
* Added a new pathway that connects RED team's lower and upper spawnrooms on last point | |||
* Severely reduced the amount of fog present on the skybox | |||
* Added Parallax Correction to cubemaps in some indoor areas | |||
* Improved lighting across the map, using light_directional | |||
}} | }} | ||