Drenched

Drenched a4a

very minor update only 3 months in the making

  • Fixed bug that would incorrectly tally a team's owned control points should one team cap the opposing team's default owned points before the midpoint.
  • Removed the ability to score from enemy deaths.
  • Moved crocodile infested waters 32 Hammer units away from the shore.
  • Modified collision on the respawn room door frames.
  • Reverted back to requiring a majority hold on control points to score.
  • Teams holding all control points no longer score from enemy kills.
  • Tweaked the road between the spawn courtyard and mid to prevent crossmap sightlines.
  • Changed the indoor spawn exit to be a room instead of a narrow corridor.
  • Moved the ammo and health on the containers to be in the air between the two. For fairness, probably.
  • Ground now drops off at the start of crocodile waters.
  • Some small clipping additions

  • Removed the solidity from the idle crocodiles. They were heroes and this was not the fate they deserved.
  • Revamped the entire layout to make it visually more interesting and less flat.
  • Respawn times no longer reach 40 seconds. Hopefully nothing took its place.
  • Added two additional sets of health and ammo pickups.
  • Reduced the time required to cap the points.
After moderately annoying some people with dings, there can now be a new update to the map.
  • Scoring points no longer triggers dings from the HUD. Rejoice, the loud timer is gone!
  • Scoring points no longer requires holding a majority of the control points. Now each control point will generate one point per second for the team holding it after the first capture.
    • Score goal increased from 360 to 1000 to compensate.
  • Capturing control points now affects the respawn timer.
  • Windows overlooking mid have increased in size for ease of jumping out.
  • Control Points on HUD are now marked with their respective letter.
  • Upper CP areas have a new walkway leading to a window overlooking the lower CP areas.
  • Added soundscapes to fill in the silence left by muting the HUD.
  • Basic detail added to the roofs around mid.
  • Added a second wall outside of the far spawn door for rocket jumping.
  • Fence collision behind the ammo and health beside mid has been enabled.
  • Most indoor areas now use the 60% reflectivity texture.
  • Blocks surrounding mid now have a slanted side.
  • Ammo spawns now consistently use red patches across the map.
despite making sure i didn't forget something, i forgot something

This should make it so that you can't grab bottles by touching them in the splitsecond before they despawn.