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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.