Steel for Take and Hold

TnH Map. Based on cp_steel

Loosely based on cp_steel from Team Fortress. One hold for each control point

cp_steel's circular design lends itself well to TnH so I decided to adapt it.

Still fixing some issues with glass and regen nodes, so do ping me on the H3VR Discord if you find anything weird.

Or go on the github and write me an issue, thats way easier on me really. If the repo is empty its because Im using it as an issue tracker first and foremost.

Changelog

1.1.3

  • Had some supply defender and box spawns mixed up between supplies whoops.
  • Occlusion issues with the bottom passage between C and E, walled up a part that was previously glass.
  • Fixed some lighting errors causing some fullbright lines in parts of the map (some still remain)
  • Optimized colliders by making multiple ceiling lights non-collideable (shaved like 10k tris good fucking lord)

1.1.2

  • Left Hold D's navblockers on, whoops.
  • Didn't fix the respawn issue last time. HOPEFULLY did this time.

1.1.1

  • PORTED AGAIN to Atlas, as I lost the previos fucking port whoopeee.
  • Rearranged all bits of holds and supplies.
  • Hopefully fixed that respawn position issue.
  • Added two more supplies in what I hope were less explored areas.

1.1.0

  • "Ported" to Atlas (The entire TnH part of the scene had to be rebuilt yay)

1.0.3

  • Another attempt at fixing sosig pathing in E, removed glass from supply near B as sosigs don't know how glass works yet and moved the supply in front of A sideways to avoid spawning and being instantly targeted.

1.0.2

  • Improvements on materials and hopefully fixed sosig attackers getting lost in E.

1.0.1

  • Small patch to fix collision issues.

1.0.0

  • Initial Release.
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