by Vinilo Traiteto
Recreation of Team Fortress' ctf_2fort map. Rebuilt with RealtimeCSG, will continue improving the map so some areas might end up different than the source material. Contains 6 holds: - Middle bridge (Top and Bottom) - Intel room (Both forts) - Courtyard (Both forts) Zip includes two deli files: 2fort and 2fort legacy (version 1, looks different to tf2 2fort and has only natural cover) Install as deli 0.3 mod mod Old deli 0.2 version here, since Bonetome doesn't retain older versions: https://drive.google.com/file/d/146cediJqtDjtXmExTi_jwcUbcBV5K4a1/view
Update 2.0.2Fixed issues with the deli file for 2fort legacy Resorted the changelog to newest-first...
Update 2.0.1Updated for Deli 0.3! (Thanks optomarcel!) Packed both legacy and new versions of the map in the zip.
Update 2.0Rebuilt for better performance, no longer one big mesh! Rebuilt to be more to scale to TF2's 2Fort (Decoration and some slight map changes) Split middle hold into lower and upper holds. Added back barriers to holds, heard a lot of people were struggling without them and this version has even less natural cover.
Version 1.0 (Should've been 1.0 long ago...)Implemented Alloy! The shader system used by H3VR proper. This means some broken features are not so broken anymore Working flashlights (Thanks to alloy) Better gun reflections (Thanks to alloy) Added climbing points to objects in middle, making it easier to climb from middle to each fort's 2nd floor. Reorganized RED Intel's rencryption nodes to make better use of vertical space. Removed realtime sunlight. It was causing issues when looking at long distances. HOPEFULLY fixed all hold navblockers.
Update 0.9.1Fixed an encryption node being insde a bridge support on the Middle Bridge's hold Added some cover to BLU's Intel Hold by flipping the briefcase table Fixed navmesh issues in BLU Intel Hold Fixed reflection probe issues in the scoreboard area Fixed a geomerty error in BLU sewer entrance Added navblockers to areas players shouldn't be accesing Added realtime sunlight to the scene, will see if I keep it or not Downsized reflection probes, cutting mapsize considerably
Version 0.9Jumped to this version cause its practically done, now in polish and bugfix stages. Revamped all holds and supplies Remade lighting Detailed most of the map Fixed some cubemap issues Pretty much complete
Version 0.4Changed RED sewers area into a storage area and prettied it up a bit. RED detailing will continue.
Version 0.3Rebuilt all geometry with RealtimeCSG, so there's less wasteful meshes floating about. Switched to baked lights, BLU fort now well lit and RED dimly lit Added an extra entrypoint to BLU's Intel hold. RED refinement pending!
Comments ( 1 )
2 months ago
Hey if it's ok to ask does is this map like the meat fortress mode where the mercs spawn and it's red vs blue or is it just a regular map?
1 month ago
Take&Hold, if Im still not absolutely burnt out whenever WurstMod implements Meat Fortress compatibility I'll be sure to port it.