ClobberStonne

Medieval ClobberStonne A17

A complete revision of the map has been released.

This might be turned into Medieval A/D so no more living souls have to suffer Medieval 5CP. :)

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Ver.A16 Changelog

HALLOWEEN SPELLS
-Cut DMG_GENERIC in half. This reduces all Halloween Spell's damage (as well as Flying Guillotine and Bleed damage unfortunately)
-Spells are now more common in hand with the above change.
-On round start, all players spawn with spells.
-For the defending team, players can grab a spell from the resupply locker (with a cool-down of course)
-Added a few more spells to nab in certain places (top of Bell Tower, inside the side building)
-When the bell rings at mid, it'll drop 6 common spells, 1 rare spell on the CP. They disappear after 7 seconds, so grab them quick!

CONTROL POINTS
-Removed healing from CPs (for clarity since CPs don't usually heal)

Other Quality-of-Life Changes
-Changed cobblestone texture to black.
-Doors to forward spawns can be opened.
-Moved dirt mound closer in front of gate closer so all classes may jump in.
-Added a trimp near mid.
-Quieted down medieval soundscape. Added more howling wind sounds.
-Raised skybox ceiling (for tippy-top of bell tower)
Answer: Two--One 'trigger_multiple', and one guy to realize that the func_door wasn't even named right to send a command to.

Yep. I'm funny.
Ver.A14 Changelog

Major Changes
-CP1 and CP5 (both called "Stage" on the HUD) can be capped at any time. Capturing the other team's Stage will reduce the capturing team's respawn times, while increasing the opposing team's respawn times.
- For either team to win, they must own all points.

Other Changes
-Expanded height of bell tower so players can drop from tower.
-Decreased times to capture all CPs
-Added trigger enveloping map to prevent any fall damage (for convenience's sake)
-Added block bullets to more stairs. (I think I got them all)
-Made hole to tavern easier to access.
-Fixed the spawns for RED's spawn actually being set to BLU team...
-Added more cubemaps.
-Added stairs near CP1 / CP5 because those spiral stairs were badly thought out.
-Removed spiral stairs.
Ver.A13 Changelog
  • Removed the last of the dispenser entities because I'm a goof and forgot them
  • I forgot to upload the map before the update, ugh.
Ver.A12 Changelog
  • Replaced pine trees with Frontline pack's birch trees.
  • Realigned Bell Tower's roof caused from a mistake.
  • Removed spell in the water (couldn't pick it up)

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Didn't realize the Frontline! pack had cobblestone textures... and skyboxes that looked generally more appealing to the eye. I think the atmosphere is also better.

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Ver.A10 Changelog
  • Added spells.
  • Removed capture points healing team that own them.
Ver.A9 Changelog
  • Added forward spawn atop the roof over Tavern.
  • Removed Disciplinary Action effect after capping mid.
  • Reduced final capture times on both sides from 3s to 2s.
  • Reduced size of pine trees at mid area.
  • Clipped the stairs up to mid.
  • Removed opening door sounds.
To be done:
  • Make it so Engineers can go to the forward spawn before the capture point requirement is met?
Ver.A8 Changelog

- Pretty much changed the whole map.
- Reduced setup time to 5 seconds.
- Moved CP2 / CP4 closer to the middle point.
- Experimenting with Disciplinary Action effect out of spawn for the team who captured mid. Probably won't work but hey let's see.
- Added trees to mid to block sight-lines.
- And a whole bunch of other things.

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