Lazarus

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Lazarus
Lazarus main.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Jungle, tropical, industrial
Setting: Daylight, sunny
Hazards: Pitfalls
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 community-made King of the Hill map released during the Jungle Inferno Update. It is a spiritual successor of Tachyon, another community-made map that was never finished.

Strategy

Main article: Community Lazarus strategy

Control Point timing

Control Point Multiplier Seconds
Control Point ×1
16 .000
×2
10 .667
×3
8 .727
×4
7 .680


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.