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- Added the Stone Gaze ability. Look away!
- Added 40% damage resistance against Sentries and Miniguns.
- Increased Medusa's damage across the board.
- Medusa now moves more frequently and aggressively.
Map changes:
- Overall code improvements and bug fixes.
- Temporarily disabled post-round Hell arena.
//todo add map layout/geometry changes
As for the visuals, we were aiming for a ancient Mediterranean like city/underground area that was similar to how maps like Egypt were handled, but without being overly greek themed like Hades is. Our aim wasnt to just bring Medusa from greek myth, it was to create a TF2 take of the character itself.
These are aspects we considered in the development of Medusa in an attempt to both follow precedent and supplement fun gameplay (the idea of decapitating Medusa and sending her head to Hell in Special Delivery is just too fun to pass).
There's always a quirk to the Halloween bosses that make them distinctively "TF2", even those who are based on folklore creatures, it's not really 1-1 with the source material. Like the Headless Horseman, the twist with TF2's version is that the guy also doesn't have a horse. It's a minute and overlooked detail that doesn't impact gameplay but it elevates and makes TF2's take of the folklore distinctive compared to other versions in media
I'm not trying to be mean but from what I'm seeing this is quite frankly, a very on the nose depiction of a Gorgon that I could see anywhere else
- Fixed the water seams at Medusa's cave.
- Fixed the displacement seam at the lift door.
- Fixed a geometry seam at team spawns.
- Recolored wood on windows, doors, and signs on teams' buildings.
- Lit up the windows surrounding the lift.
- Made new rock props around the lift.
- Minor adjustments to lights and props.
- A clipping pass.
- Fixed the Hell Arena not working correctly.
- Fixed the arrow trap sounds being too loud.
- Updated Medusa's death and slither animations.
- Optimized Medusa's materials to avoid double-draw.
- The flag compass now points towards Medusa's cave at the beginning of the round.
- Fixed Medusa's projectiles not moving under certain conditions.
- Removed Skeletons and Minify spells from the spell pool (they didn't work correctly anyway).
- Fixed Merasmus' voice lines overlapping.
- Fixed various script execution errors.
- Added trim to arches in Medusa arena.
- Added archways to lower middle.
- Clipped areas with guard rails.
VScript changes:
- Fixed Special Delivery HUD not being applied (blame the Workshop's back-end).
- Increased Medusa's voice lines volume.
- The "flag" has new trail effects.
- Fixed the "flag" sometimes being seen in 2 places at once as it spawns.
- Fixed the "flag" not having the correct pickup range for the initial spawn.
- Fixed some announcer lines mixing up the teams.
- Fixed the rare "too many indices for index buffer" crash.
Map fixes:
- Clipping added in many areas that did not have it previously.
- Fixed mirrored props having improper rotation.
- Reapplied overlays that lost their brush faces.
HHH? He's taken...
Medusa is a well known character whom you cut the head off (and display as victory). Special delivery is a game mode where you take an object both teams fight over and deliver to a point.
We want to make a SD map with a boss feature. Put 1 and 1 together and BOOM! You have Medusa functioning as the perfect boss character to deliver the objective from.