General (Both versions)

  • Added a new fence along the left-side of the hill to improve flow
  • Used more conservative values for prop fade distances
  • Added a whole bunch of occluders to reduce the amount of models rendered from certain points in the map
  • Added uniquely named rock models so that the gray texture will no longer carry over into subsequent maps that use the same rock models.

KOTH Specific

  • Added Valve’s KOTH logic system
  • Cap times are now 8 seconds long (I think)
  • Respawn times are dynamic. Defenders have longer respawn waves, attackers have shorter waves.
  • Changed some ammopacks and healthkits

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Posted in TF2
August 23rd 2009