V5 Change Log
1) Fixed not being able to press buttons with weapons.
2) Overhauled the buttons to prevent various forms of accidental use or trolling. All of Blue's buttons now have various protections:
- All buttons are filtered for Blue team, Melee only. Only Blue players hitting the buttons with Melee weapons will trigger them, along with +use.
- All buttons have anti-multi hit logic to prevent weapons that could trigger multiple buttons at once. Should players still manage to trigger multiple buttons at once it will act as if the player picked at random.
- All buttons have func_nogrenade protection, inherited from the map wide brush.
- All buttons are surrounded with BlockBullet textured brushes, to prevent damage from explosive weapons triggering multiple buttons.
- All buttons have a thin func_clip_vphsics brush over the top.
- All buttons start locked until the round actually starts, or until they become available during play.
3) Replaced the glass in Blue's chamber with a custom low-alpha and low-reflectivity glass. Players should have a better view of the map around them.
4) Added an
info_no_dynamic_shadow entity and set it to work on the brush faces on the outside of blue's chamber, preventing Red from working out the location of the Blue player.
5) All
trigger_hurt brushes that are meant to instantly kill the player now deal 99999 damage, to counter servers that use the 'Roll the Dice' plugin.
6) Changed various clipping brushes into
trigger_hurt brushes, and altered their shape slightly in places. This should prevent players from surfing on clip brushes or being able to bypass large sections of the map.
7) Widened the motivators
trigger_hurt brush so that it extends a little way over the edges of the platforms, and added a parented
point_push entity to suck players in.
8) Fixed part of the motivators path being higher than other parts.
9) Fixed players being able to avoid the motivator by hiding next to the saw blades
10) Fixed players being able to avoid the motivator by standing on the broken parts of the path that extend to the side.
11) Disabled bone followers on all props that do not need it.
12) Added notices for which traps are disabled or nerfed in easy mode. These traps will have a 'Trap Disabled!' or 'Trap Nerfed!' notice appear as well as colouring themselves green.
13) Re-removed the melee only zone. Having re-read past dev log I realized I had tried this once before and it didn't work then, notably due to players being able to respawn during setup which caused them to spawn with all of their weapons instead of being limited to just melee.
14) Fixed a bug with the Easy mode logic and the Pumpkin bomb trap.
15) Added a clearer notification for when Blue do not press any of the buttons for trap 3, making it clear that the map has randomly picked a door for them.
16) Fixed the
trigger_hurt brush for the Hammer/Flipper trap not activating.
17) Fixed the 'Sandman Homerun' sound effect not playing when players are hit and killed by the Hammer.
18) Added movement sounds to the Hammer and Flipper.
19) Widened the gap for the Train trap from 260hu to 300hu. More mobile classes will still be able to jump the gap in a single jump, but this change will force more classes to use the moving platform.
20) Re-worked the
trigger_hurt brush that surrounds the train model into multiple brushes that better fit the trains shape.
21) Changed the texture inside the Pyro trap as apparently I missed a HL2 texture, as well as some minor detailing.
22) Added some teleporting particle effects to the Blue Pyro that appears inside the Pyro trap.
23) Retextured the logs in the log trap to use in-game log textures.
24) Added roofs to the top of the log trap and fire planks traps.
25) Made the logs in the log trap 20% longer, as they were a little too easy to avoid.
26) Re-made the ghost trap, notably replacing the black and white pentagram with a better, blood drawn one and adding more detailing to it.
27) Remade the laser trap geometry, adding back walls to prevent players jumping back past the spinner to avoid the motivator, and swapping the middle set of fins for a middle wall.
28) Increased the speed of the spinner from 150 to 170. When nerfed in Easy mode the speed will drop back to 130.
29) Split the spikes on the Spinner into 4 groups of
func_breakable, giving each it's own
trigger_hurt. Should a player be hit by a given
trigger_hurt, it's matching set of spikes will break off the spinner. Should all 4 sets of spikes be broken off the spinner, the whole frame will break as well. This will allow slower classes to get through the trap if a teammate has sacrificed for them first.
30) Fixed players being able to trigger the bomb early by shooting it, by applying a Melee filter to it. It will still explode when hit with a melee weapon or +use'd.
31) Replaced the 50/50 breaking wooden planks, with a jumping course. The risk is that some platforms may break resulting in players falling into the lava below. Which platforms break is still picked at random.
32) Nerfed the damage dealt in the lava pit below the breakable platforms. Players who are quick to react will be able to escape the pit, though they will get set on fire. This will allow those players to re-try the jumping course.
33) Added a finish line at the end of the course.