Difference between revisions of "Lazarus"
m |
m |
||
Line 8: | Line 8: | ||
| developer = [http://steamcommunity.com/id/SedimentarySocks ✨SedimentarySocks✨]<br>[http://steamcommunity.com/id/fuzzymellow - fuzzymellow -]<br>[http://steamcommunity.com/id/sky_216 Sky]<br>[http://steamcommunity.com/id/blaholtzen BADGERPIG]<br>[http://steamcommunity.com/id/barnwellewell Stiffy360]<br>[http://steamcommunity.com/id/void001 void~] | | developer = [http://steamcommunity.com/id/SedimentarySocks ✨SedimentarySocks✨]<br>[http://steamcommunity.com/id/fuzzymellow - fuzzymellow -]<br>[http://steamcommunity.com/id/sky_216 Sky]<br>[http://steamcommunity.com/id/blaholtzen BADGERPIG]<br>[http://steamcommunity.com/id/barnwellewell Stiffy360]<br>[http://steamcommunity.com/id/void001 void~] | ||
}} | }} | ||
+ | |||
+ | {{Quotation|'''Steam Workshop description'''|Half a decade in the making, Lazarus is a Jungle map set on a volcanic island in Southeast Asia, revolving around RED & BLU's island bases and the archaeological dig site they're fighting over in search of the Fountain of Youth!}} | ||
'''Lazarus''' is a [[King of the Hill]] map released during the [[Jungle Inferno Update]]. | '''Lazarus''' is a [[King of the Hill]] map released during the [[Jungle Inferno Update]]. | ||
== Strategy == | == Strategy == | ||
− | {{main|Community | + | {{main|Community Lazarus strategy}} |
== Changelog == | == Changelog == | ||
{{hatnote|This is the changelog of the map before it was added to the game.}} | {{hatnote|This is the changelog of the map before it was added to the game.}} | ||
− | {{Changelog|''' | + | {{Changelog|'''May 9 @ 11:40am'''<br> |
+ | |||
+ | '''May 13 @ 12:08am / Release Candidate 1''' | ||
+ | |||
+ | * Increased volume of waterfalls at mid. | ||
+ | * Disabled collisions on handrails in the side halls. | ||
+ | * Extremely thorough clipping second pass. | ||
+ | * Added more cubemap sources. | ||
+ | * Optimized additional prop fades. | ||
+ | * Reduced volume of hologram hum in spawns. | ||
+ | |||
+ | '''May 30 @ 7:00pm / Release Candidate 2''' | ||
+ | |||
+ | * Prop fade optimization. | ||
+ | * Changed areaportals in the submarine bays to areaportal windows. | ||
+ | * Added filler overlays beneath the ivy and vines. | ||
+ | * Fixed continuity error in arrow placement. | ||
+ | * Fixed lower tunnel route to have a more apparent barrier. | ||
+ | * Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid. | ||
+ | * Additional hint optimization. | ||
+ | * Fixed clipping on certain pillars in the hallways. | ||
− | '''Jun 20 @ 3:48am''' | + | '''Jun 20 @ 3:48am / Release Candidate 3''' |
− | + | * Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers. | |
+ | * Closed off outer-mid-route windows to improve optimization. | ||
+ | * Improved signage. | ||
+ | * Changed paint patches underneath medkits and ammo to white to improve readability. | ||
+ | * Fixed clipping in the stairs leading up to the top of the cave ruins paths. | ||
+ | * Changed ladders to appear less like a way up. | ||
+ | * Fixed the floating monitor in spawns. | ||
+ | * Improved skycards. | ||
+ | * Fixed some faces with incorrect cubemaps. | ||
+ | * Additional detailing and asset refinement. | ||
− | ''' | + | '''Jul 12 @ 1:16am / Release Candidate 4''' |
− | + | * Updated submarine bay routes to improve optimization. | |
+ | * Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback! | ||
+ | * Fixed a hole in brushwork in the RED grate room. | ||
+ | * Optimized prop fades. | ||
+ | * Reduced detail sprites by 33%. | ||
+ | * Fixed a playerclip ledge on the submarine bay route doors. | ||
+ | * Updated 3d skybox. | ||
+ | * Updated tower overlooking mid. | ||
+ | * Added new rooftop models by Sedi. | ||
+ | * Updated menu photos. | ||
+ | * Minor detail additions. | ||
}} | }} | ||
{{Jungle Inferno Update Nav}} | {{Jungle Inferno Update Nav}} | ||
{{Maps Nav}} | {{Maps Nav}} |
Revision as of 16:38, 17 October 2017
![]() | “You are so small! Is funny to me!” This article is a stub. As such, it is not complete. You can help Team Fortress Wiki by expanding it. |
![]() | “Let's go, let's go, let's go!” This article documents a recent addition. It may contain speculation, broken links or errors. You can help improve it by editing this page to include new information. |
Lazarus | |
---|---|
![]() | |
Basic Information | |
Developer(s): | Unknown |
Map Photos | |
Map Overview | |
“ | Half a decade in the making, Lazarus is a Jungle map set on a volcanic island in Southeast Asia, revolving around RED & BLU's island bases and the archaeological dig site they're fighting over in search of the Fountain of Youth!
— Steam Workshop description
|
” |
Lazarus is a King of the Hill map released during the Jungle Inferno Update.
Strategy
Main article: Community Lazarus strategy
Changelog
This is the changelog of the map before it was added to the game.
Changelog:
May 9 @ 11:40am
May 13 @ 12:08am / Release Candidate 1
- Increased volume of waterfalls at mid.
- Disabled collisions on handrails in the side halls.
- Extremely thorough clipping second pass.
- Added more cubemap sources.
- Optimized additional prop fades.
- Reduced volume of hologram hum in spawns.
May 30 @ 7:00pm / Release Candidate 2
- Prop fade optimization.
- Changed areaportals in the submarine bays to areaportal windows.
- Added filler overlays beneath the ivy and vines.
- Fixed continuity error in arrow placement.
- Fixed lower tunnel route to have a more apparent barrier.
- Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid.
- Additional hint optimization.
- Fixed clipping on certain pillars in the hallways.
Jun 20 @ 3:48am / Release Candidate 3
- Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers.
- Closed off outer-mid-route windows to improve optimization.
- Improved signage.
- Changed paint patches underneath medkits and ammo to white to improve readability.
- Fixed clipping in the stairs leading up to the top of the cave ruins paths.
- Changed ladders to appear less like a way up.
- Fixed the floating monitor in spawns.
- Improved skycards.
- Fixed some faces with incorrect cubemaps.
- Additional detailing and asset refinement.
Jul 12 @ 1:16am / Release Candidate 4
- Updated submarine bay routes to improve optimization.
- Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback!
- Fixed a hole in brushwork in the RED grate room.
- Optimized prop fades.
- Reduced detail sprites by 33%.
- Fixed a playerclip ledge on the submarine bay route doors.
- Updated 3d skybox.
- Updated tower overlooking mid.
- Added new rooftop models by Sedi.
- Updated menu photos.
- Minor detail additions.
|