cp_diversion

Medieval cp_diversion B4

Beta 4 is here! After long break, new version avilable for download
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Beta 3 is here

Now 100% less dev textures
Added more team colors in castles
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Beta 2 is here!
New changes, based on your feedback, as usual
Sorry for such a big gap between updates, had to do some bugfixes IRL
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We are finaly in beta! It means that i can fully decorate my map! Yes!
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Alpha 8 changeelog:
-Some cosmetic changes around a map. Feels like next update should be beta...
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Alpha 7 is here!

-Changed gate sound to conch, to prevent earrape
-Changed cap times
-Added candles in lower flank
-A bit of roof detailing
-Fixed confusing non-solid rock
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-Added a timer on last control points (like on cp_degrootkeep). When it ends, mid resets, and gate closes
-Added round timer of 5 minutes. If it ends, round ends with stalemate
-Capping mid adds 30s to round timer
-Now lighting is not that depressing
-Closed giant walls-gate-last sightline
-Connected middle route and both flanks
-Tweaked capturing times: mid is 5 seconds, last is 10 seconds, which means that losing team can cap mid before opponents cap last
-Defending team now getting healed near last control point, so capping last is much harder now
-Small changes all around a map
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-Massive detailing work around a map
-Fixed clipping exploit
-Once again changed capturing times: now its 10 on mid and 5 on final]
-Added hiding spot in castle area
-Added more cover on final
-Added more lighting under a bridge

I think i'm pretty sure about loadout. So, next update will be in beta, i think.
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- Changed healthpacks near castle wall from medium to small
- Spawndoor speeds increased
- Capturing times changed: now its (F for final, C for central) F>C<F
- Stone arches collision disabled
- Added small barn near the C-Point
- New flank routes straight into the castle
- (I hope) Lighting is fixed
- Removed weird stone wall props
- F-Points moved
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