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fixed issue where the map was named Wrong (it had some bozo's name on it)
performed some casual earthbending on Blu's side
subjected the coast to erosion
added my OC <3 <3 <3 <3 <3
sawmill 2 will never be ballin...
You Won't BELIEVE How Many props_hydro/barrel_crate.mdl I Added (Not Clickbait)
added a friend somewhere
buried a plank of wood
made it harder to lose your Balls
cement
made healthcare more affordable
painted the floor
rescheduled the combat to later in the afternoon
revealed the true Girth of the control point
sent the Ghosts of Lighting Past back to Soul-mill 2 where they belong
supported the logging industry
nature and demoknight preservation measures
sawblade intel changes:
logic rebuilt from the ground up, using VScript
not as painfully janky!
damage radius now calculated from the carrying player, not the flag
fixed damage incorrectly attributing to the previous flag holder, potentially minutes after they had dropped it
sawblade now performs line-of-sight check (cannot damage from below floors, round weird corners, etc)
sawblade now works fully with mp_friendlyfire 1 , if that's something you'd ever want
balance changes:
damage interval on the same target increased to 0.75 seconds (was 0.5 seconds)
gives a better grace period for slower higher-health classes to get some distance
self-damage changes:
self-damage interval increased to 0.75 seconds (was 0.5 seconds)
self-damage increased to 60 flat damage and 25 bleed damage over 2.5 seconds (was 75 flat)
punishes sustained survival while forgiving self-damage from "burst" kills
ideally the bleed will show that the sawblade deals self-damage
sawblade damage radius increased to 128 (was* 64, but was offset from player weirdly)
you can now drop the sawblade for any reason without dying by hitting your "drop flag" key
the sawblade will stay on the floor for 3 seconds before resetting; not long, but enough to trade to another player
rotated the sawblade model to expose the sawblade player's head for headshot purposes
layout changes:
embiggened red side's shack
red's base is much more cromulent now
river on red side made deeper
added sentry gun LOS blockers to the waterfall
made red's flank-route shack bypass two-way to match blu side
cleaned up clipping
changed textures on blu side
miscellaneous changes
generally made all the ambient saw sounds quieter
made the sawblade intel saw sounds lower-pitched to differentiate them
added sound overrides to prevent console spam related to the A/D flags
updated the saw intel:
balance changes:
damage saw deals lowered to 210 (was insta-kill)
this should lessen some of the pain heavies experienced on this map!
self damage on player impact lowered to 75 (was 100)
saw-wearing players now receive -70% healing from Medics
saw-wearing players now have obnoxiously loud footstep sounds (stolen from MvM giants)
sounds are louder clientside (makes it harder to know for sure how loud you are, unfortunately)
flag now resets after 5 seconds (was 30)
bug fixes/feature changes:
the sawblade flag now properly credits the player holding it for any kills it makes
flag return/respawn timer now updates/displays properly
saw now plays proper sounds and particles
fixed the ridiculous hitbox to be more reasonable
hitbox now exists reliably around the player rather than the intel
players with the sawblade while at low health should now reliably kill the enemy player as well as themselves
bug fixes:
fixed respawn room visualisers for BLU not working correctly
fixed floating mini-cap points for intel spawns
fixed being able to build downstairs in spawn
added nobuilds to the water on both sides
layout changes:
adjusted cover near spawns
made roofs near mid easier to jump on from mid passages
generally clipped off more high roofs
adjusted health/ammo/sawblade pack positions
sawblade now does 75 damage rather than kills, but harder to avoid
adjusted mid:
stacked logs replaced with plank pile
various cosmetic changes
removed plank bridge on red side (harder to cross river)
raised the skybox
misc:
added soundscapes from sawmill one™