Badwater Basin (VIP): Difference between revisions
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VivaRomania (talk | contribs) m →Update history: update history fixes |
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== Update history == | == Update history == | ||
{{Update history| | {{Update history| | ||
{{Update|2.0.0}} | |||
* Added vip_badwater | * Added vip_badwater | ||
{{Update|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 | ||
{{Update|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 | ||
* Bumped the Round Timer's max limit from 6 minutes to 10 minutes, to compensate for Capture Point C's removal | * Bumped the Round Timer's max limit from 6 minutes to 10 minutes, to compensate for Capture Point C's removal | ||
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* Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds | * Added a NoBuild to stop [[Engineer|Engineers]] from building out of bounds | ||
{{Update|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 | ||
{{Update|2.1.2}} | |||
* Added a new exit for BLU team's forward spawn next to B point | * 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 | * Added a new pathway that connects RED team's lower and upper spawnrooms on last point | ||
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* Improved lighting across the map, using light_directional | * Improved lighting across the map, using light_directional | ||
{{Update|2.1.3}} | |||
* Added sound to the spinning fan in RED's spawn | * Added sound to the spinning fan in RED's spawn | ||
* Added envmapmask to the floor tile in BLU's forward spawn | * Added envmapmask to the floor tile in BLU's forward spawn | ||
* A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of | * A boulder that was erroneously changed to a prop_dynamic in a previous update is now a prop_static again, meaning that it should be less glitchy to walk on top of | ||
{{Update|2.1.4}} | |||
* Fixed broken-looking shadows on players and dynamic props | * Fixed broken-looking shadows on players and dynamic props | ||
* Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights | * Tweaked lighting around the map to rely more on environmental/bounce lighting instead of artificial lights | ||