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-Added graphical on screen effects for time travel
-Improved time travel sound FX
-Time travel now is triggered randomly by time, not by capture point basis, also capable of multiple time travels instead of only once
-Fixed being stuck after time travel in some spots
-Capture point added time reduced from 240 to 210
-Minor clipping fixes
-Fixed RED not being able to block capture on last
-Mirrored the boulder spiral/ramp on last to give BLU a better cover and fix sniper headglitch
-Wall on front of RED spawn has been made wider and curved, also added a glass window on it
-Reduced 2 seconds of overall respawn time on BLU on last.
-Van on last is now climbable by it's side
-Wall added to RED upper floor exit area
-Fixed misspelling on the super expensive and ugly sculpture on BLU spawn hotel
-Replaced the curved cover on last capture point with a straight fence wall on front of RED spawn door
-Extended the length area of the van on last (timed door for when you capture 2nd point) for longer coverage/better flank for BLU
-Deepened the water on last and added rocks for uneven underwater terrain
-On BLU win, spectators are forced to switch to the clocktower explosion sequence camera
-Fixed a opening on top of the cinema/house with block bullets to avoid pipebomb abuse
-Players are now ignited once in contact with lava
-Added lava particles
-Lava now ignite arrows
-Changed damage to hologram sign to 5dps and added a slipery top
-Added particles to hologram signs and plasma ball at blu forward respawn
-Now engineers can build inside the cowfé area with tables
-Waterfall on blu spawn now extinguish players
-Watercave's ground floor in stoneage now extinguish players
-Removed FoV effects for time travel.
-Fixed being able to push during the time travel sequence.
-Fade to white starts earlier on time travel.
-Pickups now always have the map's custom models.
-Added interactive props at the Cowfé
-Made the water on last point deeper
-Enhanced soundscape volume
Layout Changes:
-Reopened entrance on Hoppen Car Dealer's second floor
-Hoppen's ground level entrance now closes after first point being captured
-Changed the angle of the van, on last delayed door (the one that opens after second point is captured), to better cover players on attack
Other Changes:
-Payload Speed changed from 60 to 55
-Respawn times equalized on last point (both teams have equal respawn times)
-Changed starting time to 270 seconds
-Fixed payload sound looping on the whole map
-Reduced the mist in the StoneAge cave (where Vulpox Building is in current timeline)
Layout Changes:
-Removed the previously added extra ground level door at Hoppen Car Dealer and replaced with a giant clock
-Now Red team cannot enter Blu Hotel middle room
-Last timed door now opens earlier, after capturing second point
Other Changes:
-Payload Max Speed increased from 45 to 60
-Orange ramp (after capture point one) will no longer roll back, just forcefully recede the payload
-Increased Red team respawn times while decreased Blu team's
-Decreased 10 seconds of setup time
-Decreased monorails damage from 75dps to 20dps
-Added sparkles to monorails to indicate danger
-Tweaked pickup locations
-Removed one way door from Blu Spawn Hotel
-Added a staircase to the former Blu Spawn one way door outside area
-Widened the entrance from the Hoppen Car Dealer (from Red base)
-Removed one entrance from the Hoppen Car Dealer (to the house/cinema)
-Added one door on the Hoppen Car Dealer ground floor
-Added more fences to prevent "headglitches"
-All doors on StoneAge timeline are fully modeled instead of brushes now
-Added StoneAge control point models
-Map now only has 3 capture points instead of 4
-Increased capture time bonus and initial time
-Increased the Cowfé ceiling to avoid confusion as if it could be climbable
-Changed slightly payload car color to off-white blue instead of beige and green wheel rims instead of blue
-Changed Supply Lockers to light grey to resemble better the regular Locker
-Fixed having to "double dip" the payload in order to push it after teleportation or recess
-Players cannot stand on top of the big portal/gateway on middle anymore
-Edited Vscript to improve player teleportation, including dead players, between both timelines, regardless of server side inconsistencies
-Added basic support for bots
-Tweaked health and ammo pack placements
-Added +30 seconds on each captured point compared to earlier version
-Last capture point captures 2x faster
-Fixed Vscript not teleporting players on some instances
Beta 4
-Fixed last point RED team not being able to win after overtime
-Added path overlays in stone age timeline
-Edited payload speed
-Edited placement of health and ammo pickups
-Changed last point to a shallow lake instead of a deep one for a broader conventional gameplay area
-Added extra doors
-Edited animation on the Time Machine model to actually sit on the ground while time traveling
-Minor improvements in geometry and displacements
Beta 3
-Fixed door in Red respawn not being able to go through (current timeline)
-Fixed corridor in Red respawn being able to see the map through (current timeline)
Beta 2
-Fixed lava, instead of insta kill, now it deals 30 damage per second.
-Fixed some holes and stucking in the map
-Fixed inconsistencies in the payload speed
-Added placeholder stoneage payload capture point holograms
-Minor polishing
Beta 1 - First public release
Lastly, I feel like the ambitions for this are way too high both in general and for how little time is left before Scream Fortress. This gives me the impression of an art project, not a multiplayer map, and you should be designing it as the latter. Even if this gets finished I don't see it getting good reception from the Casual crowd.
but comparing it to Wutville is crazy
As it stands, only the past segment of this map appeals to me personally. The future segment feels like a really impressive map made for a trade server.
I look forward to seeing how the map looks and plays once finished.
Hey wait a goddamn minute