Difference between revisions of "Lazarus"
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{{Map infobox | {{Map infobox | ||
| game-type = King of the Hill | | game-type = King of the Hill | ||
− | | file-name = | + | | file-name = koth_lazarus_rc4 |
| map-image = Lazarus main.jpg | | map-image = Lazarus main.jpg | ||
| 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~] | ||
+ | | release-date = June 21, 2017 | ||
+ | | last-updated = August 21, 2017 | ||
+ | | map-environment = Jungle, tropical, industrial | ||
+ | | map-setting = Daylight, sunny | ||
+ | | map-hazards = [[Pitfall]]s | ||
+ | | map-health-pickups-small = 6 | ||
+ | | map-health-pickups-medium = 7 | ||
+ | | map-ammo-pickups-small = 8 | ||
+ | | map-ammo-pickups-medium = 6 | ||
+ | | map-ammo-pickups-large = 2 | ||
}} | }} | ||
+ | |||
{{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!}} | {{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 community-made [[King of the Hill]] map released during the [[Jungle Inferno Update]]. It is a spiritual successor of Tachyon, another community-made map that was never finished. |
== Strategy == | == Strategy == |
Revision as of 00:18, 19 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 | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Jungle, tropical, industrial |
Setting: | Daylight, sunny |
Hazards: | Pitfalls |
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 community-made King of the Hill map released during the Jungle Inferno Update. It is a spiritual successor of Tachyon, another community-made map that was never finished.
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.
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