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Accepted Update szf_waterfront_v1 to szf_waterfront_v2

Bigunit

Blackwonder's Own
Staff Member
Admin
Joined
Sep 29, 2019
Messages
1,674
Username: Bigunit

Which map is the suggestion about? szf_waterfront_v2

What is supposed to happen to the map? Update

Add a link to the updated map
https://steamcommunity.com/sharedfiles/filedetails/?id=2669567950

Why do you want this map change? Map was updated to v2 with many fixes and balance changes.
Gauntlet changes (CP D):
Reduced D cap time from 20 to 3 seconds
Reworked some spawn placements to streamline Infected map control before and during gauntlet
Zombie rage timer adjusted to be shorter and give longer rest periods, rage lasts 8 seconds instead of default 20
Added rare weapon spawns inside decon
Added pickups on D tower
Added pickups inside decon
Added pickup cluster at first maze bend
Decon exit now opens like a typical shutter door for survivors: it stays open once the alarm is sound. Exit opens automatically if survivors do not leave the decon. Changed so survivors leave more on their own terms now.
Removed a spawn catapult depot street entry to D

Main changes:
Fixed soundscapes and level sounds not working when map is run through the Workshop
Doubled the default SZF rare weapon cap (default 15, doubled to 30)
Added a guiding arrow at A spawn for Infected
Added Medigun near C alley
Reduced A cap time from 60 to 50 seconds
Reduced B cap time from 60 to 50 seconds
Reduced C cap time from 48 to 45 seconds
Reduced E cap time from 60 to 30 seconds
Moved E Infected spawns and adjusted enabling events
Moved B Infected spawns to be further away from point and populate park more
Swapped a few weapon spawns into uncommon spawns
Added park archway to CP C
Added pickups inside bus station
Added new ladders in park from L4D2
Doubled ammo kits on A (2 small)
Adjusted E observer points
Minor clipping and prop orientation improvements for movement reasons
Added some privacy doors to bathrooms
Added roof texture to CP B building
Added ammo to evac line (before decon)
Changed Infected spawn placements for A
Added the Thermal Thruster to randomly spawn in a few places
Adjusted soundscape proxies
Fixed missing pickup patches on B
Fixed being able to hit underneath gazebos
Fixed some missing tree drain overlays
Fixed stuck spot at map start
Opened vista from A street to B and added an Infected ladder
Minor visual changes and fixes
Обсудите обновление в обсуждениях.
Обновление: 1 дек. 2021 в 1:11
szf_waterfront_v1a Workshop upload.

Thank you to these UGC authors:
Dr. Face - arctic assets
jukebox - Army truck
boomsta - Neon Alphabet props
Commingle - Eclectic bricks
fuzzymellow - urban textures
squeezit - fire hydrant prop
OwOn't - Sign templates
Shaar - Caldera sky
FGD5 - vehicle models
Mikroscopic - Office props
Rexy - File cabinet props & portable toilets
Pear and Crash - Overgrown props
Zeus3005 - bathroom decals & lights off props
MuxinMuffin - graffiti overlays
Berry / Autumnal pack team - Autumnal assets
Bakscratch - Santorini assets
Diva Dan - S/laughter assets
Zungry (DarkVirus135) - Alphabet overlays
Egan - Watergate assets
Alexcookie - Wallpaper textures & timer door
Exactol - firefly particles
fubarFX - Occult props
Krazy - Ghastlane textures
Valve - Left 4 Dead 2 original map
Eminoma (TF2 Classic) - BLU D/E signs
TF2 End of the Line team (textures)
TF2 Frontline! team (textures/models)
TF2 Pacific team (models)
TF2 Swamp team (particles/props/textures)
TF2 London team (textures/models)
TF2 Maritime team (models)
TF2 Construction team (textures/models)
 

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