Difference between revisions of "Swiftwater"
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|game-type=Payload | |game-type=Payload | ||
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− | |current-version=Final Release Candidate | + | |current-version=Final Release Candidate 11 |
|developer=What Is Schwa | |developer=What Is Schwa | ||
|download-link=[http://forums.tf2maps.net/showthread.php?t=6749 TF2Maps.net]}} | |download-link=[http://forums.tf2maps.net/showthread.php?t=6749 TF2Maps.net]}} |
Revision as of 10:45, 14 November 2010
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Swiftwater | |
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Basic Information | |
Developer(s): | {{{map-developer}}} |
Map Overview | |
Swiftwater is a single-stage Payload map.
Screenshots
Changelog
Changelog:
Build 12 Changes
- Bug fixes
- Removed Rollback (from build 11)
Build 11 Changes
- Stage 1 layout significantly changed
- Added a CP before the final CP. More fighting takes place in courtyard now.
- Reduced amount of time awarded for CPs.
Build 7 Changes
Tons of changes. Most important:
- Blue Spawn remade - doors not stay open on map start
- CP4 tweaked to give red an advantage again. Buildings in upper area have a sniper vantage and a good shortcut behind blue.
- Fixed getting stuck in red spawning areas.
- Red can exit spawn anywhere after round starts.
Old Fixes
- Fixed Engy exploit at CP2
- New Red Spawn layout - more straightforward and should be less campable at cp3 and cp4. Shortened spawn times to compensate for slightly longer travel. (The changes should improve gameplay on insta spawn servers as well)
- New spawn exit from CP2 to prevent camping.
- Vastly increased frame rate.
Additional links
- Development thread: http://forums.tf2maps.net/showthread.php?t=6749
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