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general/all stages:
updated control points:
increased capture area size
increased time until control point unlocks to 25 seconds (was 15)
increased capture time by 33%
added spectator cameras to all rounds
logic updates
updated logic to use the latest Best of 5 prefab
you can now properly change class in setup time
taunting in setup is now prevented (sorry Conga Strat Gamers™ )
added support for feedback rounds
portcullises between all stages open during feedback round
fixed issue where players couldn't jump during fb rounds
all spawns are now enabled during fb rounds
stage 1
fixed geometry to not require a jump out of capture zone pit
stage 2
added more flooring near spawn to prevent unnecessary deathpit deaths
cleaned up geometry
fixed an improperly-placed fence near the map bounds
increased size of capture area flooring
made paths directly to mid point wider to encourage it as a main route
flank route is now generally safer
added a second flank route (takes longer but is not as much over the water)
route generally requires fewer jumps
increased the size of some of the floating platforms
shuffled cover around mid
stage 3
fixed clipping on tree on mid hill
smoothed top of hill (not as steep)
moved pickups on hill to be fully symmetrical to not give RED the health advantage
increased height of skybox to allow full trimping rollout
improved trimp fences at spawn to no longer require a jump (subtle clip brushes)
added braziers to the hill
stage 4
shortened some of the side fencing to allow quicker rotations
redid the very center of the map
added a dividing fence to prevent instant rushes
solved the Case of the Disappearing Barrel™
moved the control point further towards the cliff
increased capture area size
added braziers to upper area
stage 5
added side flank around team-coloured house to the right of each team's spawn
flank connects to side alleyways
connected both mid paths together through thin planks
increased visibility through mid flank
fixed visible holes in the roofs
improved movement through box-flank