Constant

Constant A4

  • Fixed bug where crit canteens start the payload early
  • Crit canteens now set speed to max and prevent slowing of the payload, (instead of doubling speed)
  • Fixed bug where speed of payload would go down to a crawl
  • Fixed bug where base_boss hitbox would stick out of the payload (for some reason it can't be oriented to the cart. What a pain!)
  • Fixed bug where a player could be killed who fell between the back wagon platform and the payload.
  • Fixed bug where payload would keep moving even after the wave finished.
  • Updated payload collisions. Players should be able to stand on it and not get stuck. Also can stand on the hood of the van.

Mission Changes
  • Changed Giant Minigun Heavy to Giant Boxing Heavy
  • Added money drops from support robots


A tester suggested to add a stand-alone upgrade station on stage 1, but I purposely did not add in this version. I'm not sure if it's necessary due to this being a payload map; My intention is players shouldn't retreat for upgrades. Whether or not this is a good idea can be disputed. I would love input!

I also heard from the same tester a

To-Do:
  • Make buggy physics (using phys_constraint) enable via relay.
  • Somehow make a way out for players who get stuck in the floor when the payload goes down a ramp...
  • Updated nav_avoids so robots don't try to jump in the mosh pit for fun.
  • Corrected the payload physics so it doesn't get bumped by dispenser scraps, stickies, and baseballs. (I know we had fun with this one. Sorry, folks!)
  • Fixed bug where platform on the back of the payload would trigger a capture zone.
  • Fixed bug where bomb wasn't parented to the cart, causing robots to want to play cards or do long distance sprints.
  • Fixed Engineer's wagon for buildings to use fixed orientation. (i.e. doesn't go at angles, less chance to get stuck, etc...)

Payload Balance
  • Added tf_glow to payload. As health decreases, the vibrant color washes out.
  • Players can use Uber and Crit Canteens to buff the payload. Uber makes it immune to damage, while Crits doubles the drive speed and prevents enemies from stopping the cart. (still buggy however! You need to walk into the trigger to activate it, so standing next to the payload and using a canteen does NOT work yet)
Added stage 2.

Payload Balance
  • Added health reminders when payload reaches certain HP thesholds (80/60/40/20%)
  • Payload slows down by 50% when BLU gets near
  • Engineer can build on the payload
The pop file has some extra relays if you wanna tinker with the test mission.