*bzzzzt* -idn't we do this yesterday? we are doing it again?
*unintelligible*
Fine, I'll do it, but you're paying me extra, eh?
AHEM, Good evening! it's your
(maybe) favorite mapper bringing you a new update
and a changelog longer than your grocery list!
Heavy was unavailable, he had a heart attack, not to worry though:
Hearts grow back!
Anyways, Engineer was forc- I mean, up for the job, he will tour us through the changes today.
Our lovely cameraman.
Added a balcony to the room and a door that leads to it right outside the best (your!) spawn room.
This room was a bit claustrophobic so we shoo'd away the scary walls, tell us if they come back.
Removed the "step height" floor in this room, now it's comfy and easy to walk in!
It was very annoying for the mercs to go all the way around so we brought in a
Special Occasion™ Insta-stairs®.
This room needed a bit of fresh air, we dug a hole in it and we now call it a "doorway".
The wooden alcoves have been made bigger for sneakier sneaking.
Engineer waiting for unsuspecting victims.
Added... whatever you call this structure, to add some elevation to the center.
By falling to this pit you have read and agreed to our Terms of service
The further corner degraded a bit and now has 2 elevations, we increased the door size to allow more free movement too!
No, Engi. Don't do that!
Welp, that about su- waaaait a second!
Logic changes:
Cart rolls back a bit faster now, for mappers, this is how you do it:
Cart is slower in general including acc/deceleration.
Fixed multiple unintended ways to break the crossovers.
Disabled the Payload dispenser while setup is active.
Fixed RED not being able to block BLU's cart, This is an ABS gametype logic error;
Thanks to
@Another Bad Pun @Stack Man for reporting and
@DrLambda for his thread explaining what to do to fix it
Mini-tutorial: You need a "team_control_point_round", fill its settings and now go to all your player spawns and fill the "X spawn for round" with that team_control_point_round, X being the team.
Made the track minimally longer.
The rollback zones were not working properly I believe, those have been fixed.
Made the "fake checkpoint" an "actual (still fake) checkpoint", I'm unsure yet how to signal what it does, I hope this at least lets players know the cart can't roll back beyond the checkpoint.
Respawn times are now 3 without checkpoint and 6 with checkpoint.
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Phew, that was a lot.
Remember to have fun, not having fun is
not allowed.