Hey guys, here is Alpha 2. A little later than i wanted but at least its out.
here is the change log from Alpha 1;
-Added arrows and track overlays to show where the cart is moving.
-Added animated capture point flags to cap 1 and 2 to help tell what team owns what point from a distance.
-Down scaled start of the map.
-Added more side routes to help getting to capture points very fast.
-Fixed all arrow braziers
-Added new medieval food and ammo types for health and ammo pickups
-Added more lighting to the map.
-Updated some models lighting origins to help make them appear better.
-Removed all collisions on all stone arch ways.
-Straightened out some of the path tracks that where going into tight areas.
-Some layout changes to Reds first spawn.
-Lowered courtyards fountain to allow all classes access to health and ammo.
-Stylized buildings to help provide sniper cover.
-Updated one area with experimental death trap: The Iron Maiden.
Download the BZ2 and BSP file from here!
Mirror #1
Mirror #2
On the subject of the brazier, here is how i got mine to work.
I assume the angles property means what angle you must look at to light your arrow. so the settings in my one you have to look down and right at the brazier.
Another thing i had to do with ALL my braziers is set there origins which was quite annoying on a ent that doesn't do it automatically. There might be a way to speed this process up but what i had to do is copy the trigger_ignite_arrow ent made it a ent that automatically gets its own origin and copy and paste it into the ignite_arrow ent.
And that was pretty much it. Hope this has helped!