PL_ANGKOR
Author : squintik (squintik at gmail dot com)
Description :
A 3-stage Payload map for Team Fortress 2
On stage 2 and 3, there's also a Capture Point to allow the cart to continue on its path.
After BLU's plane crashed in the cambodian jungle, they encountered RED team wandering around a khmer temple, so they quickly decided to just blow it up ... They'll need to bring their explosive-filled cart from their plane, to the temple entrance up to the top of the temple and drop it in the sacrifice pit !
Installation :
Just extract the .bsp to your "..\SteamApps\common\Team Fortress 2\tf\download\maps" folder.
Changelog :
RC2 :
- added forward spawn for defense in stage C
- some tweaks to geometry in stage A in order to break some line of sights and help a little bit more the offense
- fixed some bugs with elevators and doors related to the capture points
- updated visuals for lights (adding sprites and light beams)
- fixed minor bugs with team_control_points properties (wrong hud icons, disable sounds, hiding the final CP)
- various other minor bugs (texture alignments, clipping, etc...)
RC1 :
- updated end of round C (some gameplay and art tweaks)
- fixed possibility to build in round B red spawn area
- updated clipping (fixing some places where players could leave the gameplay area)
- fixed a rare bug (hopefully) where the round would not end after the cart fall in the final pit
- various custom textures and models update
- fixed some texture alignment
- slightly decreased some timers
- fixed cart camera
Beta 4 :
- fixed intermediate spawn in last stage
- fixed some minor visual stuff (fade distance, payload tracks, etc...)
- fixed a rare bug where the payload would fall/explode at the end without the game acknowledging the cart reached the end
Beta 3 :
- reworked end of stage A so that it's more balanced and interesting
- some heavy rework on stage B
- added intermediate spawn room for BLU in stage C
- slightly reduced some distances and heights in stage C
- tons of small changes everywhere (tweaking some covers, some new paths, etc...)
- general visual overhaul
- tweaked some cap/setup/rounds timers
- small changes to the rollback zones (cart will not recede anymore after passing it entirely one time, cart slightly quicker than before when climbing these zones)
- removed possibility to shoot stickies/rockets in some spawn rooms (when skicky/rocket jumping and shooting above wall)
- tweaked ammo and health pickups
- fixed lift bug on stage C
- added a few signs
- added missing spawn room blocker for blu spawn in stage B
- updated overlays color under health pickups (to differenciate ammo and health pickup overlays)
- updated clipping
- increased waterfall extinguishing area size
- tweaked plane to avoid some collision issues
- various optimizations for performance and file size
Beta 2 :
- updated layout in last section of the map to have more possibilities
- updated lighting to avoid having too dark areas
- fixed collision bug with the plane
- art updates on temple buildings and structure
- tweaked ammo and health pickups (less pickups now, transformed some big into medium pickups, ...)
- some clipping work around doors and windows
- updated 3d skybox
- some optimization
Beta 1 :
- slight gameplay layout changes for round B and C
- added some rollback and rollforward zones
- art pass on rounds that were still in dev textures (B and C)
- added some new props to replace old brush details
- added/tweaked soundscapes, HDR, fog, clipping, lighting, ...
- fixed known bugs
- some optimization
Alpha 4 :
- round B and C entirely reworked
- some optimization on round A
- no more dark areas
- fixed spawn room volumes and missing resupply lockers
- fixed various bugs
Alpha 3 :
- art pass (lighting, custom props and textures, detailing, ...) on first stage
- tweaked layout to allow more possibilities for both teams
Alpha 2 :
- no more stage 3 to only test first stages
- updated layout to add more possibilies, have more coherent spaces, break some big line of sight
- change CP mechanism on stage 2 to something more simple
Alpha 1:
- first version with every stages and CP gameplay on stage 2 and 3
Thanks to the CanardPC community for early playtests and feedbacks !
Also thanks to DamDam for a lot of references and some useful feedbacks.
Enjoy and don't hesitate to post feedbacks ! (or even better, some source tv demos from playtests !)