Caverns

Caverns a3a

- Added decals and props directing players towards the capture area;
- Added a board "explaining" how this map works. Might be insufficient, looking for feedback;
- (Untested) Added a ratelimiter that should prevent the counter to roll over, leading to preemptive victory
- Changes to the layout aimed at reducing overall map size;
- Removed the timer inbetween activation of the crystal as it was badly affecting the pacing;
- Measures aimed to prevent players clipping through the floor when becoming a Mini-boss;
- Engineer's building get 3x the health when he becomes the Mini-boss. The health change is reverted when the engineer dies;
- (Untested) healing Mini-bosses now grants you 50% less ubercharge;
- Mini-bosses now restore 65 hp per collected shard instead of 15
- Crystal shards don't look like dogshit now (thanks Tumby)
- Annotation is now shown above the crystals to signify that it is the capture zone for collected shards
- For some reasons Mini-bosses took incredible amount of damage from snipers. This has been fixed;
- Now players capture the shards near a crystal that is located in the pit below the drill. Every 20 seconds the capture is locked for 30 seconds (this now resembles a common player destruction map)
- UI updates (crystal icon: https://www.flaticon.com/free-icons/crystals);
- The summary of the gamemode is now displayed as a goal text
- Mini-bosses now have 10x of their base health instead of 5x (based on testing feedback, pending);
- Reworked layout (still shit, but at least playable... to some degree...)

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- Capture zone now has an hazar strips around it and "Capture zone" writing to signal the fact that it is, indeed, the capture zone;
- Every time someone promotes to a mini-boss, it's conveyed by stating how many mini-bosses does a team have and how many else do they need to win. The same goes for death, except this time it only displays how many bosses does a team have in general;
- Made pedestals non-solid to prevent players being stuck in it when they grow in size;
- Instead of instantly dropping collected reactor gibs, mini-bosses now consume them, restoring 15 hp for every point a gib had. This can even overheal;
- Backstabs now do 1/3 of a mini-boss' health. Unless the spy is mini-boss themselves. Then it just kills as usual;
- Now the player who capped last reactor gib is promoted, instead of random player in the capture zone who isn't promoted yet;
- Minor lighting and clipping fixes