Charon

Charon B4

  • Faffed around with artpassing things here and there
  • Adjusted lighting so the map is probably slightly brighter overall?
  • Added a little platform thing to the front of A (shaped A around a bit so the side spawn there is less obscured)
  • Added a sprinkle more detailing here and there
  • Calling gate recapture now disables the bomb_timer
  • Adjusted clipping so B's gate frame shouldn't be going through walls anymore
  • Artpassed outside area of the map
  • Removed third bomb and its bombpath
  • Removed some excessive Engineerbot hints at the front
  • Added a bit more Sniper hints to A
  • Fixed the alarm light in the spawnroom not spinning (imported some WD-40)
  • Fixed moon gravity persisting through respawn (because it apparently does that??)
  • Tossed in some clipping that should have been there to begin with
  • Artpassed (more of) the interior parts of the map
  • Fixed a case where some yob could let the moon gravity into the base!!
  • Fixed a case (probably) where you could have too many bombs active through use of the recap relay
  • Adjusted clipping in a few places (don't remember where exactly)

  • Fixed a case where returning a gate makes gatebots acdum
  • Fixed the station opening relay not always firing
  • Added a sideroute next to spawn to add a bit of space (and kits)
  • Some early artpassing around the interiors ( and a tinge of it outside )
  • Adjusted resupply cabinet boundaries
  • Added a side route to A so people defending don't have to just squat down at the entryway
  • Added a missing call to reactivate gatebots if the gate recap relay returns B
  • Adjusted geometry at B
  • Adjusted geometry at the front
  • Adjusted engineer nests at B
  • Unlocked the crystal near A
  • Fixed a case of bots and sentries being able to see you through a door
  • Replaced perimeter field
  • Renamed map to Charon (dropping the devname)
  • The hatch properly explodes now (Goodbye, Robin!)
  • Restructured B area
  • Upgraded some of the kits around the map
  • Added some tape to the edge of B's cap zone
  • Added a shortcut door leading into the bot front
  • Gatebots now follow the bomb path when spawning at the front's main spawn
  • Adjusted nav and clipping around a few locations

There's a skip between versions due to A4 using a different name that turned out to be used by an abandoned mvm map that might cause some confusion.
Realized I never uploaded this version here.
  • Fixed a few instances of bad clipping
  • Spawnroom visualizers are visible now (for bot spawns)
  • Messed with the forward upgrade station a bit
  • Fixed a case where bots don't have spawnroom immunity after gate capture
  • Added some map-logic that SHOULD revert a gate back to RED when called
    • Never tested before so chances are it doesn't work
Alpha 3
  • Moved front's side spawn to make it work more as a side spawn
  • The bombpath markers show more clearly what part of the map is active
    • Starting with all gates captured now randomizes between the three paths
  • Messed with Sniper hints again to fix another case of the nudges
  • Added more Engineer hints to the front for some Sentry Shenanigans
  • Fixed a case where bots attempt to go through clipping at A
  • Some of the door sounds are at proper Hz values to fix some static they could play previously
  • Replaced test mission with Empire Escalation, since Mannhattan seems to play pretty okay for this layout