=== http://www.danhouser82.com/tf2.shtml = Sunday, February 02, 2014 (1.0) - fixed: skull fumes on after Lab recap - added: map startup info - cubemaps set to default sizes - UFO windows much larger for shooting - UFO windows visible from inside only - raised skybox for UFO piggy-backers - few extra visual rope cues Saturday, January 25, 2014 (Beta 3.1): - fixed: occupied indicators for UFO's hanger lights - fixed: fumes staying on between rounds - fixed: graphical glitch in UFO shell - changed logic to create UFO at location - created platform around UFO in hanger - glass on UFO now slightly tinted green - misc texture fixes and adjustments - removed reflected surfaces inside UFO - modified openings in UFO for better aiming - added ambient green light to UFO interior - reduced visibility of shooters while in UFO Sunday, January 19, 2014 (Beta 3): - fixed: cubemaps for water tunnel shortcuts - 50+ world geometry changes and optimizations - capture point timing adjustments (respawn 5 seconds faster when 2nd point captured) - enemies no longer able to sneak into bases without capturing required points first - capture point names updated for score ticker accuracy - fog adjusted and distance clipping applied - 100s of texture adjustments and fixes - "no entry" visuals for enemies near spawns - UFO, hanger, entrance, and doors (availability of UFO indicated by entrance hatch lock-state and light. if on/opens: UFO ready) - skulls now signal captures-in-progress by fumes rising from eyes - added game time now limits itself to 30 minutes total - capture points now reflect teams who own them with changing signs - additional ropes to hint player to bounds of map - testing: no_build areas to prevent clogging pathways - working on: graphical glitch in UFO shell Sunday, December 29, 2013 (Beta 2): - fixed: now unable to change lift direction mid-use - fixed: no longer able to build under water - fixed: rooms under spawns now accessible - fixed: render warning at boats and end of bridges - changed: round timer to 15 mins by default - removed: "end game" command that force-changed map - clarify: missing textures (take screenshots) [if this is from outside the map, it's meant to be that way to keep down useless rendering by the engine.] - clarify: base doors getting stuck open (when/how) [doors do stay open due to the 2nd point being captured as part of the 3rd point rush, by design. they return functionality once you regain control of point 2. is this what you saw?] - working on: event to kill spawn intruders Saturday, June 08, 2013 (Beta 1.2): - 4 signs removed 2 added - light and reflection fixes - misc texture adjustments Thursday, June 06, 2013 (Beta 1.1): - indoor soundscape fixed for spawns - wire mesh over bridges to stand on - respawn time lowered to 5 seconds - misc texture adjustments Saturday, June 01, 2013 (Beta 1): - fixed: security cams getting stuck active - ramps added to water paths from center - more visual clipping cues (ropes) added - security cameras light up when using - improved lighting quality - misc texture adjustments === http://www.danhouser82.com/tf2.shtml =