theatreTECHIE
Account Details
SteamID64 76561198134226028
SteamID3 [U:1:173960300]
SteamID32 STEAM_0:0:86980150
Country Australia
Signed Up April 2, 2016
Last Posted April 11, 2023 at 9:57 AM
Posts 43 (0 per day)
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Windows Sensitivity
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#41 pl_vigil in Map Discussion

Update to RC10!

Workshop Link
Download from TF2Maps
Screenshots here

Changes:
- Many clipping changes around the map to improve splash damage and movement along surfaces
- Fixed visible nodraws
- Fixed some prop lighting
- Added some extra detail in flank route under C
- Removed dynamic shadows outside big door of D to prevent red sniper having a one-sided advantage
- Changed all health and ammo patches to models so they show for everyone using low graphics configs

posted about a year ago
#40 pl_vigil in Map Discussion

A quick note: if anyone knows about any bugs or clipping issues and would like it fixed, post about it below. I’m planning on making a quick update in a few weeks time to address some issues I know about, which will likely be the final update Vigil sees.

Also if you’d like to see Vigil be included in the game, the best way to let Valve know is to subscribe, like and favourite the map on the steam workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1266210012

posted about a year ago
#39 pl_vigil in Map Discussion

Update to RC9!

Workshop Link
Download from TF2Maps
Screenshots here

Changes:
- Removed perch point inside last
- Reduced size of awning outside last slightly
- Fixed up some texture misalignments
- Raised no build sign to match shadows better
- May or may not have added more ducks

posted about 2 years ago
#38 pl_vigil in Map Discussion

Update to RC8!

Workshop Link
Download from TF2Maps
Screenshots here

Changes:
- Changed geometry around RED's final spawn
- Added awning to wall on cliff outside final point
- Adjusted clipping for better movement around map and removing some perch points
- Added block bullets to many spaces in map so splash damage doesn't get lost
- Raised health and ammo so that it doesn't get blocked by teleporters
- Adjusted some magical floating props around the map
- Added sign to indicate no build on the roof of the hut on the hill on B
- May or may not have adjusted duck placements

posted about 2 years ago
#37 pl_vigil in Map Discussion

Update to RC7!

Workshop Link
Download from TF2Maps
Screenshots here

Changes:
- Moved the middle doorway in the side house between first and second to behind the chicken wire fence, with the gate previously in that door being removed
- Adjusted some geometry in the side house between first and second to remove sightlines introduces by previous change
- Extended the rollback ramp on third and moved it closer to the point

posted about 4 years ago
#36 pl_vigil in Map Discussion

Update to RC6!

Workshop Link

Download from TF2Maps

Screenshots Here

Changes:
- Added sky-bridge above cart path to first to prevent high bombs from demomen
- Changed rock formation on first to building to prevent snipers from being able to climb up there. Roof is buildable, so snipers are able to use teleporters to get up there, although there is not as much cover on top of the building compared to the rock formation that was previously there
- Added new route into the side building leading into second from the forward hold on first
- Added new fence next to the cliff on second to add more possibility of ubers being used from tunnel
- Blocked sniper window from connector between 2nd and 3rd into 3rd, while also restructuring the connector slightly
- Extended the corner of the porch on third out to allow better holding of the point
- Streamlined flank near RED's spawn on last
- Improved clipping around the map
- Added a 5 second delay between second being capped and the front door of RED's first spawn locking, as well as a 5 second delay between third being capped and RED's spawn access from locking to aid RED's rotations

posted about 4 years ago
#35 pl_vigil in Map Discussion

Update to RC5!

Workshop Link

Download from TF2Maps

Screenshots Here

Changes:
- Removed perch points
- Fixed sticky bombs being able to be placed under displacements hill from 1st to 2nd
- Fixed BLU players being able to use loadout binds standing next to doors of RED's final spawn
- Changed rock clipping and raised fence next to rock on first to prevent snipers from getting on top of the rock
- Changed how the ducks operate (still random, just made it harder to cheat to find them)
- Added 9 new duck spawning positions (1 for each class of duck)
- Added/improved on other Easter Eggs

posted about 4 years ago
#34 pl_vigil in Map Discussion

If anyone has further feedback/bug reports for the map, please post them here within a few days. I’m currently going through finalising bug fixes on the map, and plan to have rc5 out next weekend, so I need to know if anything needs changing by then.

posted about 4 years ago
#32 pl_vigil in Map Discussion

Update to RC4!

Workshop Link

Download from TF2Maps

Screenshots Here (Same album as RC5)

Changes:
- Reduced sightline from locker room to lobby between 2nd and 3rd
- Clipping improvements
- Prevented stickies from being hidden under the tracks between 2nd and 3rd

posted about 5 years ago
#31 pl_vigil in Map Discussion

Update to RC3!

Workshop Link

Download from TF2Maps

Screenshots Here

Changes:
- Filled in pit at last point
- Lowered sentry platform on last
- Added stairs to the flank room on last
- Added a prop jump to allow blu to get up the outside part of the flank room on last
- Added a high fence on the edge of the map on the flank of the last point
- Spawn time adjustments on last
- Removed the decrease in rollback time after the cart goes up the final rollback ramp
- Reduced size and adjusted position of third point rollback ramp
- Added barriers to the rocks near third point to reduce sniper abuse
- Moved entrance of house between second and third to before the crates
- Some changes to detailing

posted about 5 years ago
#28 pl_vigil in Map Discussion

Update to RC2A!

Workshop Link

Download from TF2Maps

Screenshots Here

Changes:
- Bug fixes

posted about 6 years ago
#27 pl_vigil in Map Discussion

Update to RC2!

Workshop Link

Download from TF2Maps

Screenshots Here

Changes:
- Blocked sightline from near third cap to exit of Locker Room
- Removed rafters above the tracks between Second and Third caps
- Added small health pack in oil
- Small changes to detailing

posted about 6 years ago
#26 pl_vigil in Map Discussion

Update to RC1! (Also release on workshop)

Workshop Link

Download from TF2Maps

Screenshots Here

Changes:
- Slightly increased cart speed on last ramp (from 40 to 44)
- More detail around the map, touching up the empty places
- Better lighting in places
- Soundscapes added

posted about 6 years ago
#24 pl_vigil in Map Discussion

Update to B7!

Gameplay Changes:
- Reduced time added after A, B and C caps by 30 seconds.
- Reduced time for cart to rollback after last being touched by BLU to 25 seconds for all of the track except for just after the last rollback ramp, where it is now 21 seconds (down from 30 seconds).
- Adjusted clipping.

Detailing Changes:
- More detailing around last.
- Better blended bottom of cliffs into the clouds.
- Added custom skybox and added env_sun to align the sun angle with the environment lighting angle.
- Adjusted ducks - each of the 9 ducks randomise position at the start of each round, each changing between 3 possible places.

Download from TF2Maps

Screenshots Here

posted about 6 years ago
#23 pl_vigil in Map Discussion

Update to B6!

Changes:
- Raised rock formation on first to disallow snipers from standing on it.
- Changed climbable rocks to a log to make it easier to get up.
- Added slight outcrop on second to give spies another possible decloak spot.
- Removed climbable invisible ledge on last - players now need to use the pipes to get up the drop-down cliff.
- Re-added a skill jump from final tunnel exit to the upper flank cliff that was accidentally removed in the last version.
- Remade the flank area of last.
- Moved final pit closer to the flank - there is now more space on the walkway below the sentry platform.
- Reduced the cart speed from 90 to 80. The modifier on third's rollback area is not 55% (up from 50%). This now makes the cart's speed 44 on the ramp (down from 45). The modifier on last's rollback is still 50%. This now makes the cart's speed 40 while on the ramp (down from 45).
- Reduced Red's respawn wave time while defending second from 10 seconds to 9 seconds.
- Some small clipping improvements.

- Overhauled most lighting (including environment lighting) - some work on certain lights is still needed.
- Added more detail all over the map.
- Added some ducks and bread.

Download from TF2Maps

Screenshots Here

posted about 6 years ago
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