Somebody should tell these people it's not against the law to own a data center. Like, you don't have to build an entire poultry farm around it.
Unlike its older-sister map Caper, Sunnyside — named for the wholesome egg breakfast its bright yellow sky so closely resembles — sets its points in wide-open yards, with emphasis on distance play. (The chickens are free-range, after all.) These yards are lousy with sweet little hens, who will squat down every few steps and squeeze out a piping-hot egg that functions as a tiny health pickup.
VScript support has come to Team Fortress 2 Classic! For some of you, this is the most exciting part of 2.2 and it's not even close (gee, thanks). For the rest of you, we'll keep this simple: VScript is a utility built into some Source games that allows modders to bundle custom code into maps or servers — usually to set the rules for custom logic that the vanilla game isn't built to handle. Gamemodes that once required complex server plugins can now be condensed into VScript files that handle the gamemode logic!
Now that TF2 Classic supports VScript, our mapping community can be more flexible with custom modes and game rules, if they have the imagination and some level of comfort with a text editor. Power to the people! (And to us — Sunnyside's gamemode logic is handled entirely through VScript.)
tf_logic_viptf_logic_domination entity, or with tf2c_domination_comeback 1tf2c.fgd in your Hammer configurationrestrict_classes keyvalue to info_player_teamspawn to limit spawn points to specific classesfunc_tracktrain facing the wrong direction when the first path node moves in a different direction than it faces (Ben Lubar)func_tracktrain getting stuck when traveling from a high speed to a low speed path node (Ben Lubar)sound/ambient/ambience/rainscapes (accidentally shipped in a previous release) to sound/scapes/rainscapes to match the format of other imported soundscapes.
TF2 Classic is now directly built on top of Mapbase 7.3, with all of its features and fixes integrated into the game. The full extent of what's changed is too big to summarize, and we encourage exploring what's now possible. The most major changes can be found upstream at Entity List, Base Entity Changes, Prefabs and workarounds obsoleted by Mapbase, VScript Documentation, and general patch notes between versions.
Some highlights include:
script_help in-game for comprehensive documentation, and see the list of Mapbase script functions)? wildcards, and regular expressionspoint_camera and func_reflective_glass can use different render targets, allowing multiple cameras and mirrors to be active at the same timesky_camera has inputs to copy parameters directly from a fog controller, change scale, rotate, use a solid sky color, and moremapbase_con_groups.txt filevgui_movie_display and vgui_text_displayfunc_fake_worldportal can be used to visually link two brushes in a map, similarly to linked_portal_door from Portal 2, but it cannot be passed through$treesway parameter now works properly on materialsfog_volume is added to make it much easier to set player-specific overrides for fog, color correction, and postprocessing, a feature from L4D which allows mappers to add cinematic effects. trigger_tonemap is also added as an equivalent brush entity for switching tonemap controllers when a player enters an area.info_particle_system_coordinate has been added which allows you to specify exact coordinates for control points rather than entity names, minimizing edict usagesv_alltalk and tf_spectalk by defaultmp_roundtimer_pausebot_becomevipmp_forcestalematemp_setuptime_canceltf_listrounds and tf_playroundtf2c_minigun_rampuptf2c_minigun_airborne_spreadtf2c_vip_persist, replaced with tf2c_vip_autoassign and tf2c_vip_switchteamsmp_roundtimer_pause to mp_pausetimertf2c_allow_special_classes:
tf2c_classwarsviewmodel_offset_pitch, viewmodel_offset_yaw and viewmodel_offset_roll