Two similar forts face each other, separated by a contaminated canal of deep water. 2Fort was the first official CTF map for Team Fortress 2, and was one of the six initial maps included with the game's release. Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.2Fort is a Capture the Flag map and the subsequent remake of the Team Fortress Classic map of the same name these maps are both based on the Team Fortress map 2Fort5.The script no longer forces mp_winlimit and mp_maxrounds to 0.Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish\.Fixed a case where the payload cart could get stuck at the base of the elevator.Fixed projectile collision bug around the payload elevator track.Increased Red respawn wave time on D from 8 to 9.Some extra block bullets around B floor.Small safety improvement to Blu flank balcony to B.Improved clipping around B -> C building.Removed some more ceiling light collisions.Fixed missing glass from bullet blocked windows.Various player and projectile collision fixes.Reduced Blu respawn wave time on C from 3 to 2.Increased Red respawn wave time on C from 8 to 9.Increased Blu respawn wave time on A from 3 to 4.Increased max round timer length from 6 to 8 minutes.Reduced initial round timer from 6 to 5 minutes.Fixed teleporter particle effects (community fix from 'Jakub' (ficool2)).Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2)).Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2)). Fixed game mode descriptions for some of the summer map stamps.Fixed custom particle overrides not being reloaded on servers without sv_pure.Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe.Fixed changing model detail setting or using r_flushlod not always taking effect.Fixed a crash when going between two sv_pure servers with maps packing custom content.Fixed a crash that can occur when using changing model detail setting or using r_flushlod.Fixed a crash that can occur related to MP3s on VSH maps.Fixed a crash that can occur when changing from VSH to another map.Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH.Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH.Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another.Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended).Machine invaders immune to pushback while leaving their spawn That, presumably, is what led to the decision to pop the cork on the player count: It'll be chaotic as hell on the smaller maps no doubt (although that's not necessarily a bad thing-I'd love to try some 50v50 2fort) but it also opens the door to experimentation with larger-scale designs that just wouldn't work (or be any fun) at lower player counts. Still, with that many years under its belt, it can be tough to keep things fresh. It's a testament to Valve's commitment (although it's not like it's out there making new games or anything) but it also reflects TF2's ongoing popularity: The game that launched in 2007 crushed its all-time concurrent player count record just two weeks ago, thanks in part to the addition of a fat seal, who joined the game in the fan-made map Selbyen, which was included in the summer update. Unlike the big content update that Valve released ( but did not make) earlier this month, today's update is a fixer-upper, because somehow people are still finding things to futz with in a 16-year-old videogame.
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