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Tag: maps

The scout update

by ColdFire on fév.25, 2009, under Team Fortress 2

La mise à jour Scout est là!

Jason Ruymen to Half-Life, hlds_linux, hlds_announce

The required update for Team Fortress 2 is now live. Please run hldsupdatetool to receive it. The specific changes include:

New features:
– Added The Force-A-Nature, The Sandman, and Bonk!
– Added 35 new Scout achievements.
– Added crit boosted on/off sound effects.
– Added new sounds for upgraded teleporters.
– Added new sound for a fully charged medic dying.
– Add bonus points section to scores.
– Scouts earn a bonus point for killing Medics who are actively healing a target.
– Added several new speech concepts, mostly hooked up to new Scout lines.
– Added new « Remember last weapon between lives » option to the Multiplayer Advanced dialog.
– Spies can now control which weapon the enemy team sees them holding. Hitting the « last disguise » key while disguised updates the disguise to show the Spy’s currently held weapon.
– Added several new Arena mode announcer speech events.
– Added « First Blood » to Arena mode.
– Removed 2x item respawn times in arena.
– Changed backstab handling to fix facestabs.
– Spies disguised as enemy team can now see player IDs for enemies.

New maps:
– Added community maps: cp_egypt, arena_watchtower, and cp_junction.
– Updated cp_fastlane with Arttu’s new version.

Mapmaker requests:
– Added new input for forward speed modifier to FuncTrainTrain.
– Added TeleportToPathTrack input to func_tracktrain.

Bugfixes:
– Fixed a bug where players would sometimes gib from non-gib damage kills.
– Fixed stat screen showing an entry for a class called « map. »
– Fixed item model panels not using team skins.
– Fixed obscure bug where spectators were able to carry the flag.

Jason

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MAJ Maps 2009/02/17

by ColdFire on fév.17, 2009, under Team Fortress 2

pl_hoodoo passe enfin en version finale:

Final released 04/01/09:-

* Improved playerclipping in a few areas.
* Rotated spawn points in Red’s final spawnroom.
* Raised a ceiling in stage 2 to help prevent players getting stuck in it.

Et nous pouvons fêter le retour de tc_meridian en beta 4, avec un HUD CTF qui marche et quelques changements de layout. Slurp.

BETA 4
* Restructured temple area to unify the space, make it less labyrinthian, and allow it to better accomodate
a larger number of players.
* Changed the main route into village from subbay so that it is less of a spamfest chokepoint.
* Removed exit-side railing from subbay intel platform.
* Added sniper rooms to village/subbay round.
* Improved lighting in some of the darker tunnels.
* Removed barrier between ravine bridge and lake during volcano/temple round. Scouts, demomen, and soldier may now jump from one to the other.

BETA 3
* Minor visual fixes.
* Prevented engineer buildings from being built directly
on top of the intel in final defense rounds.
* ENABLED CTF HUD!

tc_meridian_b4

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tf2maps.net payload contest

by ColdFire on fév.14, 2009, under Team Fortress 2

Gros paquet de maps payload qui arrive.

Cliquez sur l’image puis sur le bouton download pour les télécharger, sinon j’ai fait un miroir.

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Et les nominées pour la catégorie « maps à virer » sont…

by ColdFire on jan.19, 2009, under Team Fortress 2

cp_oilrig b3 et b5, cp_harbor, ctf_2fort, tc_hydro, cp_vertigo_beta3 et cp_science2.

Ah bah vous avez toutes gagné, z’êtes virées!

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