Difference between revisions of "Lazarus"

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   | developer                = [http://steamcommunity.com/id/SedimentarySocks ✨SedimentarySocks✨]<br>[http://steamcommunity.com/id/fuzzymellow - fuzzymellow -]<br>[http://steamcommunity.com/id/sky_216 Sky]<br>[http://steamcommunity.com/id/blaholtzen BADGERPIG]<br>[http://steamcommunity.com/id/barnwellewell Stiffy360]<br>[http://steamcommunity.com/id/void001 void~]
 
   | developer                = [http://steamcommunity.com/id/SedimentarySocks ✨SedimentarySocks✨]<br>[http://steamcommunity.com/id/fuzzymellow - fuzzymellow -]<br>[http://steamcommunity.com/id/sky_216 Sky]<br>[http://steamcommunity.com/id/blaholtzen BADGERPIG]<br>[http://steamcommunity.com/id/barnwellewell Stiffy360]<br>[http://steamcommunity.com/id/void001 void~]
 
}}
 
}}
 +
 +
{{Quotation|'''Steam Workshop description'''|Half a decade in the making, Lazarus is a Jungle map set on a volcanic island in Southeast Asia, revolving around RED & BLU's island bases and the archaeological dig site they're fighting over in search of the Fountain of Youth!}}
  
 
'''Lazarus''' is a [[King of the Hill]] map released during the [[Jungle Inferno Update]].
 
'''Lazarus''' is a [[King of the Hill]] map released during the [[Jungle Inferno Update]].
  
 
== Strategy ==
 
== Strategy ==
{{main|Community Banana Bay strategy}}
+
{{main|Community Lazarus strategy}}
  
 
== Changelog ==
 
== Changelog ==
 
{{hatnote|This is the changelog of the map before it was added to the game.}}
 
{{hatnote|This is the changelog of the map before it was added to the game.}}
{{Changelog|'''Jul 12 @ 1:16am'''
+
{{Changelog|'''May 9 @ 11:40am'''<br>
 +
 
 +
'''May 13 @ 12:08am / Release Candidate 1'''
 +
 
 +
* Increased volume of waterfalls at mid.
 +
* Disabled collisions on handrails in the side halls.
 +
* Extremely thorough clipping second pass.
 +
* Added more cubemap sources.
 +
* Optimized additional prop fades.
 +
* Reduced volume of hologram hum in spawns.
 +
 
 +
'''May 30 @ 7:00pm / Release Candidate 2'''
 +
 
 +
* Prop fade optimization.
 +
* Changed areaportals in the submarine bays to areaportal windows.
 +
* Added filler overlays beneath the ivy and vines.
 +
* Fixed continuity error in arrow placement.
 +
* Fixed lower tunnel route to have a more apparent barrier.
 +
* Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid.
 +
* Additional hint optimization.
 +
* Fixed clipping on certain pillars in the hallways.
  
'''Jun 20 @ 3:48am'''
+
'''Jun 20 @ 3:48am / Release Candidate 3'''
  
'''May 30 @ 7:00pm'''
+
* Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers.
 +
* Closed off outer-mid-route windows to improve optimization.
 +
* Improved signage.
 +
* Changed paint patches underneath medkits and ammo to white to improve readability.
 +
* Fixed clipping in the stairs leading up to the top of the cave ruins paths.
 +
* Changed ladders to appear less like a way up.
 +
* Fixed the floating monitor in spawns.
 +
* Improved skycards.
 +
* Fixed some faces with incorrect cubemaps.
 +
* Additional detailing and asset refinement.
  
'''May 13 @ 12:08am'''
+
'''Jul 12 @ 1:16am / Release Candidate 4'''
  
'''May 9 @ 11:40am'''
+
* Updated submarine bay routes to improve optimization.
 +
* Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback!
 +
* Fixed a hole in brushwork in the RED grate room.
 +
* Optimized prop fades.
 +
* Reduced detail sprites by 33%.
 +
* Fixed a playerclip ledge on the submarine bay route doors.
 +
* Updated 3d skybox.
 +
* Updated tower overlooking mid.
 +
* Added new rooftop models by Sedi.
 +
* Updated menu photos.
 +
* Minor detail additions.
 
}}
 
}}
  
 
{{Jungle Inferno Update Nav}}
 
{{Jungle Inferno Update Nav}}
 
{{Maps Nav}}
 
{{Maps Nav}}

Revision as of 16:38, 17 October 2017

Lazarus
Lazarus main.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Photos
Loading screen photos.
Map Overview
Lazarus overview.png
Half a decade in the making, Lazarus is a Jungle map set on a volcanic island in Southeast Asia, revolving around RED & BLU's island bases and the archaeological dig site they're fighting over in search of the Fountain of Youth!
Steam Workshop description

Lazarus is a King of the Hill map released during the Jungle Inferno Update.

Strategy

Main article: Community Lazarus strategy

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
May 9 @ 11:40am

May 13 @ 12:08am / Release Candidate 1

  • Increased volume of waterfalls at mid.
  • Disabled collisions on handrails in the side halls.
  • Extremely thorough clipping second pass.
  • Added more cubemap sources.
  • Optimized additional prop fades.
  • Reduced volume of hologram hum in spawns.

May 30 @ 7:00pm / Release Candidate 2

  • Prop fade optimization.
  • Changed areaportals in the submarine bays to areaportal windows.
  • Added filler overlays beneath the ivy and vines.
  • Fixed continuity error in arrow placement.
  • Fixed lower tunnel route to have a more apparent barrier.
  • Changed high route entrance to be more visible out of spawn while also fixing vis optimization from mid.
  • Additional hint optimization.
  • Fixed clipping on certain pillars in the hallways.

Jun 20 @ 3:48am / Release Candidate 3

  • Removed the point_push from the top of the spires at mid and replaced with a func_nobuild to stop the spires from throwing off jumpers.
  • Closed off outer-mid-route windows to improve optimization.
  • Improved signage.
  • Changed paint patches underneath medkits and ammo to white to improve readability.
  • Fixed clipping in the stairs leading up to the top of the cave ruins paths.
  • Changed ladders to appear less like a way up.
  • Fixed the floating monitor in spawns.
  • Improved skycards.
  • Fixed some faces with incorrect cubemaps.
  • Additional detailing and asset refinement.

Jul 12 @ 1:16am / Release Candidate 4

  • Updated submarine bay routes to improve optimization.
  • Rehauled hint/skip brushes, thanks to UEAKCrash for the feedback!
  • Fixed a hole in brushwork in the RED grate room.
  • Optimized prop fades.
  • Reduced detail sprites by 33%.
  • Fixed a playerclip ledge on the submarine bay route doors.
  • Updated 3d skybox.
  • Updated tower overlooking mid.
  • Added new rooftop models by Sedi.
  • Updated menu photos.
  • Minor detail additions.