changelog:

- removed HHH
there's now another chance for the hell portal to appear instead.
- the flag (ghost) now only scares the courier
- fixed flag return time resetting to default, is now 15s (was defaulting to 30)
didn't notice until now that it was taking way longer than 15s to return. turns out (in special delivery mode?) you have to set it OnDrop. cool. good. thanks.
- added text explaining the objective of the map on round start
- leaf optimisation attempt
good fucking god this sucks to do
- added cubemap to mid building
- spawns face toward the window again
- renamed all unique assets to use new map name
changelog:

- more clearly indicated that machine base is clipped off
- added music cues for ghost appear and return
- put HUD materials in the map somewhere to ensure they pack
- fixed RED wood materials in BLU side of computer area
- fixed visible nodraw under spawn stairs
- fixed thunder and animal noises in computer area soundscape
was using a merc park one. duplicated it and deleted all the non-computery sounds.
- fixed broken lighting on the bottom of some doorways between computer area and spawns.
- adjusted purple sign lights
- slightly lowered HDR scale on the machine's env_lightglow
- added sprite glows to battlements lightbulbs
- added sprite glows and slight ambient lighting to sewer lightbulbs
- fixed weird reflections in out-of-bounds areas near back spawn doors
- fixed a weirdly spaced jackolantern in hell
- adjusted position of the big pumpkin in hell
- smoothed corner on stair trims out of spawns
- clipped trim in spawns
- fixed a cobweb casting shadows
- unfucked textures on the undersides of stairs to battlements
- fixed some weirdness with the light from the jackolantern on the BLU shed roof
- (mostly) fixed the lighting seam on the ground in front of the machine
sorse
changelog:

- changed name from ctf_holyfuckaghost to ctf_charon
- separated team hell warps
- tweaked clipping in hell
- fixed env_shakes not affecting airborne players
- added unique machine sequence for round-ending capture
had to squish the timings because you can't extend humiliation time or delay the win at all. please appreciate the hours i wasted testing possible workarounds for this that went nowhere
- adjusted sewers
- cleaned up the flag logic a bit
- clipped doorframes
- manually clipped computers
vphys was a bit off and had a few bits you could get caught on
- visleaf optimisation
- added cubemaps
- Secret Mystery Addition ;)
- art pass!


ASSETS CREDITS:
BLU Manor Assets: Krazy
Extol Assets: Yrrzy
Spytech Disc Racks, Catlamp: ASG
Halloween Resupply Locker: DatGmann, Blaholtzen
Dev2 Textures: Skylark
Frontline! Assets: Badgerpig, Bapaul, Chaofanatic, Colteh, Donhonk, Hyperchaotix, Neodement, Populus, Retro, Ryan, SediSocks, Sky, Square, Vap, Void, Zobot
Generic Industrial Sign Packs: Urban
Danger: Warning Sign Pack: Ravidge

if i've missed some credits, let me know!

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changelog:

- added signage to respawn room exits
- (hopefully) fixed rare instance of missing HUD texture on flag pickup
didn't have a neutral version of the ghost icon since it shouldn't ever be displayed. added one just in case.
changelog:
tl;dr fixed shit

- fixed the doors
rename tool didn't rename shit so both resupplies' doors shared entity names. fixed that.
- fixed hell exit teleports lodging people in ceilings
oops.
- fixed hell entry teleport hitbox
turns out point_push with a negative force doesn't pull players off of the ground until they jump.
- hell entry teleport now puts teams in separate positions
players will no longer get stuck on eachother
- fixed players getting stuck in the resupply warps
had a janky trigger setup, oops. this is what i get for making most of this map past many, many midnights
- opened up middle building and expanded middle a bit
- added some cover around tomb area
- added small team battlements
- added tf_glow to ghost that changes colour based on team ownership of flag
- improved lighting