Missions
  • Renamed both missions from a5b:
    • "Corpse Cacophony" to "Advanced"
    • "Ghost Gallery" to "Intermediate"
  • Included Debug01 and Debug02 (for fun)
  • Fight two bosses on Debug01 (for a challenge)

Mission: Advanced Changelog
  • Boss HP up from 16k -> 18k. Melee form charges at you. Black Box rockets healing up from 500 -> 1000. Boss now correctly has crits in form 3.

Mission: Intermediate Changelog
  • Boss: Regeneration form changed from being stunned to eatting a Sandvich.
Major Changes
  • Fixed bugs where players would sometimes teleport to a revive closet while alive, or not teleport to a closet while dead.
  • Fixed bug where bosses went into ref pose upon arriving.
  • Fixed bug where Tag bot_crits wouldn't work on bosses.
  • Dispenser outline now aligns with the Dispenser model (instead of below it)
  • Reduced number of people to capture CP's from -1 to -2 total players
  • S1: Added Engineer sentrynest logic for each area
  • S1A1_CP1: Increased size of capture trigger
  • S1A3_CP2: Fixed bug where players didn't activate SpeakResponseConcept when encountering skeletons
  • S1A3: Brightened up outdoors area at bit. Players might have a better time navigating with this new lighting.
  • Added Tag "bot_chargin" (applies Chargin' Targe charging)
  • Added up to 9 behavior setups to EventChangeAttributes logic (to easily make multiple bosses that change forms without the behaviors overlapping)


Known Bugs
  • Dispenser pickup is invisible.
  • Error in the console says "rr_teleporter" or something is missing. Ignore it!
  • Should really get around to disabling the cutscene at the boss.
  • As of now, this map is 100% playable, no crashes. There ARE some known bugs, like the revive bugs (see end post), but that is it.
  • This will be the last update until I fix the known bugs, a new bug arises, or some major is releasable. Can't keep releasing so many version like this.
  • Server owners are recommended to update to this version and remove older versions from their server(s).

Major Changes
  • Fixed bug where Ubered targets wouldn't die when relay "kill_blu" or "event_kill_blu" were used.
  • Fixed bug that prevented use of revive closet in Stage1 Spawn Area.
  • Added one more light source to the S1A3 (cemetery).
  • Remade nav mesh.
Mission: Corpse Cacophony (ADV) Changelog
  • Fixed bug where Shopkeeper Engineer is turned loose.
  • S1A1: Change some Scouts to Demoknights. Gave Engineer the Buff Banner.
  • S1A2: Changed Shotgun Pyros to Scorch Shot Pyros.
  • S1A3: Added Ghost Gallery's Invisible Natty Heavy (In two spots). Increased mob count. Moved mobs around.
  • S1Boss: HP up from 12k -> 16k. Changed form order. Increased reload time of healing form.
Mission: Ghost Gallery (INT) Changelog
  • Fixed Bug where Shopkeeper Engineer ran free.
  • Made the mission considerably easier.
  • S1A1_CP1: When captured, S1 Spawn Area is left open (it closes only in Corpse Cacophony).
  • S1A1: Removed Big Rapid-Fire Demoman. Updated respawn times (so it doesn't lag so bad). Removed Phlog Pyro.
  • S1A2: Changed Scorch Shot Pyros to Shotgun Pyros.
  • S1A3: Removed Invisible Natty Heavy. Moved some robots around. Increased mob count. Moved mobs around.
  • S1Boss: HP up from 12k -> 16k

Known Bugs
  • The bosses go into ref pose (or developer pose, T-pose, etc...) when they first enter the boss fight. It corrects itself when boss changes forms.
  • Boss' "Coffin" prop gets glitchy for unknown reasons. It disappears after a few seconds.
  • Reviving still sometimes doesn't teleport a player being revived, or teleports live players there were not dead... to the revive closet. However, they are always revived.
  • Boss in Corpse Cacophony doesn't have crits in the Rapid-Fire form, like it should.
Major Changes
  • Fixed the server crash when human player leaves the server (due to a <NULL> input to a filter entity).
    • This happened because the action list didn't know what entity was sending an input to the filter, thus breaking the whole server!
Major Changes
  • Fixed 2nd revive closet doorway not being big enough to let people out, trapping them.
  • Made 2nd revive closet open the other direction off the main path.
  • Fixed 3rd revive closet door not glowing.
  • Fixed shop making robots invincible.
  • Fixed player naming logic input firing wrong FireUser.
  • Fixed robots reviving players by opening revive closet doors.
  • Fixed Engineer buildings being destroyed by entering locked doorways
  • Fixed bug where bot with "Tag drop_key_basic" didn't drop the key (thus broke the map)
  • Reduced health of breakable boss cubes from 200 / 300 / 400 -> 150 / 225 / 300
  • Fixed key in underbelly prison area in cemetery being obtainable by walking up against the wall.
  • Temporarily disabled custom upgrades for testing purposes.

Mission: Ghost Gallery (int) Changelog
  • Boss HP changed from 30k -> 12k
  • Added back Engie shop bot.

Mission: Corpse Cacophony (adv) Changelog
  • Boss HP changed from 18k -> 12k
  • Boss now heals 500 HP per hit on form 1.
  • Added back Engie shop bot.

Mission: Debug Changelog
  • When the mission starts, now will immediately teleport everybody to the boss room.


Known Bugs:
  • Still crashes (unknown reason, suspecting it has something to do with 6 players)
  • Sometimes players alive and not ghosts are teleported when opening a revive closet
  • Ghost players can get stuck in revive closet doors
  • Boss still T-poses before the fight.

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Major Changes
  • Repositioned props clipping into the wall
  • Fixed a bouncy window in s1 spawn room
  • Fixed stage 1 boss not moving at all! Nav problems.
  • Fixed missing key textures.
Major Changes
  • Fixed bug where boss wouldn't spawn
  • Fixed bug where cap points weren't locked
  • Fixed bug where players wouldn't teleport to final boss area
  • Renamed custom upgrades file to map name. (Changed .res file and in-game relay to reflect this change.)

Mission: Ghost Gallery (int) Changes
  • Removed "damage causes airblast" from Detonator Pyros.
Major Fixes
  • Fixed bug where resupply closets wouldn't activate (thus preventing revives).
  • Brightened up s1a1 and s1a2 rooms considerably.
  • Fixed some places where players can see through the ground
  • Renamed logic for setup_onstarttouch for CP's to include area number. (ex. setup_onstarttouch_s1a3_cp2)
  • Reduced entity limit count
    • (Read as) version: entity count upon map bootup / entity count upon stage 1 bootup
      • a4 : 586 / 1153
      • a4a : 492 / 978
    • This was checked by typing "status" in console and picking the edicts number.
    • This was only me on the server at the time, too.
    • With this fix, I removed the following entities:
      • Heart piece logic (-50 or so entities)
      • Bombhead logic (didn't work as intended) (-20 or so entities)
      • Lots of env_lightglow
Major Changes
  • Added two new missions: Ghost Gallery (intermediate) and Corpse Cacophony (advanced)
  • Player naming logic now supports up to 10 players and 26 bots.
  • Upon death, players will turn into GHOSTS and are able to float around. They can still be revived by opening closet doors.
  • New custom upgrades have been implemented onto the map.
  • Added logic to let a robot drop treasure upon destruction via pop file tag. (Tags are: drop_random, drop_random_chance)
  • Added logic to let a robot drop a key upon destruction via popfile tag. (Tag is: drop_key_basic)
  • Updated key and lock relation logic to support more than one key in the map.
  • Collecting money heals the player who collected it. (Works similar to when Scout collects money)
  • All players minus one (not including those dead) must step on the capture area to begin capturing the point. (Recalculates every time a player dies or is revived)


Stage 1 Changes
  • Intro tutorial should more clearly tell players about the revive closets by glowing, and now spawns a single chest with a dispenser in it for easy ammo replenishment.
  • Removed the arena area.
  • Added cemetery.
  • A 3rd revive closet can be found here.
  • Skeletons can be found here (enable via pop)
  • Ghosts can be found here (enable via pop)
  • New boss area.


Other minor changes

Other Fixes
  • Fixed bug where bots weren't being renamed to receive new tags.
  • Streamlined entity names like "stage1area1" to "s1a1", among others.
  • Most entities contained within a stage were put into a point_template, to reduce edicts.
  • Rewrote how events are handled in popfiles. "Setup" and "Event" relays are the primary way of making and executing things in a mission.
Known Bugs
  • Keys are sometimes not deleted upon touching a lock. If you see this message, please try to not use the duplicate key, otherwise bugs will happen.

To do:
Add new stages!
Add boss key logic

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Main Changes
  • Can now use the full arsenal of weaponry: Medieval mode has been removed for good.
  • Due to accessibility of the map and server owners, Custom Upgrades have been removed.
  • Reworked the attributes system to use OnUser inputs and wicked-cool StartTouch tricks (instead of only using map triggers and timers)
  • Fixed boss not wanting to come out of the gates.
  • Fixed portal out of the boss chamber instantly teleporting players without opening the door out.
  • Deleted bot_idle and all related entities.
  • Added missing "shop_generic" wave icon.