Charon

Charon B7

  • Fixed a spot where you could get stuck within displacements at A
  • Some visual tweaks here and there
  • Adjusted some nav_avoids to (hopefully) deter bots from going where they shouldn't
  • Added an Advanced mission, Oz Terror, by Lobotomy
  • Altered layout within B again
    • Moved crate stack a bit to 'merge' the paths that gatebots and bomb bots take
    • Adjusted size and clipping on the crate stack too
    • Made the doorway leading into the cargo hold A LOT bigger!!
    • Added some stairs to the max ammo room so it's less of a dead end
    • Added a window to the wall next to the computers at the upper platform, for added visibility
    • Changed the door model used at the lower route exit, so you can see outside (and hopefully not run into a horde of bots)
  • Re-artpassed the hatch area (so we don't have two clashing artpasses between hatch and B)
  • Having two bombs out on the field now displays on the HUD
  • Adjusted resupply cabinet boundaries
  • Adjusted size of the lower door leading into A
  • Adjusted a couple of visuals around the map
  • Adjusted clipping at A's upper platform
  • Fixed a few cases of visible nodraw
  • Fixed a case where Sentry Busters also start running around the point(s) if they happened to step on the cap area during capture stun
  • Fixed a case of being able to build in the spawnroom
  • 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.