Citadel

Citadel B3c

  • Fixed a bug that prevented the payload from moving
  • Fixed a server crash when stickybombs were detonated on the payload
  • Fixed stickybombs attached to the payload being impervious to hitscan weapons
  • Fixed stickybombs that were previously attached to the payload becoming immovable once detached from it
  • Slightly expanded the payload buildable area to make placing teleporters easier
  • Slightly adjusted shape of the payload capture zone
  • Increased time added when A is captured from 4 minutes to 5
  • Increased RED respawn wave time on A and B from 7 to 8
  • Added wooden planks crossing river on C
  • Adjusted cover placement on C and D
  • Increased RED respawn wave time on C from 6 to 7
  • Increased RED respawn wave time on E from 8 to 9
  • Clipping fixes and adjustments
  • Visual fixes and adjustments
  • Pickup adjustments
Temporarily reverting to the most recent stable version
  • Updated Vscripts suspected of causing server crashes and other game-breaking bugs
  • Clipping fixes and adjustments
  • Visual fixes and adjustments
  • Stickybombs now stick to the payload
  • Improved accuracy of payload collision
  • Fixed a bug that caused the payload to spin when not being pushed or receding
  • Reopened access to upper level of C drawbridge wall
  • Added a new interior stairwell to upper level of C drawbridge wall
  • Various adjustments to C gatehouse to accommodate routing changes
  • Removed window connecting lower level of the C gatehouse to the drawbridge
  • Decreased BLU respawn wave time on A, B, C, and E from 5 to 3
  • Increased time added when D is captured from 2 minutes to 3
  • Visual fixes and adjustments
  • Pickup adjustments
  • Removed displacements suspected of causing physics related crashes (thanks Mr. Burguers!)
  • Reverted payload collision to last stable version
  • Adjusted payload collision suspected of causing server and client crashes
  • Fixed part of RED spawn not being covered by func_respawnroom
  • Visual fixes
  • Improved accuracy of payload collision
  • Payload can no longer be pushed or obstructed by players directly in front of it
  • Fixed RED players being able to obstruct the payload before it had left spawn
  • Expanded cliffside balcony overlooking the A gate
  • Increased width of A tower basement stairs
  • Increased time added when A is captured from 3 minutes to 4
  • Increased RED respawn wave time on A from 6 to 7
  • Fixed an unintended jumping route on the B castle wall flank
  • Added a window connecting the lower floor of the C gatehouse to the drawbridge
  • Removed access to the highest level of the C drawbridge wall
  • Increased RED respawn wave time on C from 5 to 6
  • Added opening in E cliffside rooftop
  • Adjusted position of RED spawn points on E
  • Clipping fixes and adjustments
  • Visual fixes and adjustments
  • Pickup adjustments
  • Continued detail pass
  • Increased rate of building health gain on the payload from 50% to 100%
  • Fixed upgraded buildings’ max health being capped at 150 when removed from the payload
  • Bell in B bell tower can now be rung
  • Decreased RED respawn wave time on B from 9 to 7
  • Removed ramp up to outer tower near C drawbridge
  • Updated C drawbridge model and sfx
  • Decreased time added when A and C are captured from 4 minutes to 3
  • Decreased time added when D is captured from 3 minutes to 2
  • Decreased RED respawn wave time on E from 9 to 8
  • Removed finale capture zone crits mechanic (too confusing for new players)
  • Visual fixes and adjustments
  • Added navmesh
  • Initial map-wide detail pass
  • Buildings placed on the payload now gain health 50% faster while constructing
  • Barrier explosion when the payload leaves spawn now dislodges stickybombs and kills players around the exit
  • Added dropdown route to B castle wall flank
  • Added small interior flank to building near B checkpoint
  • Adjusted cover and routing around the C courtyard
  • Increased BLU respawn wave time on A, B, and C from 4 to 5
  • Increased RED respawn wave time on B from 8 to 9
  • Decreased RED respawn wave time on C from 6 to 5
  • Decreased RED respawn wave time on E from 10 to 9
  • Increased final point capture time from 5 seconds to 7
  • Fixed payload treads not receiving objective glow outline
  • Fixed payload treads not animating while receding
  • Various clipping fixes and adjustments
  • Pickup adjustments