Fopdoodle

Medieval Fopdoodle Beta 2 - Betterification

We can always do better... Right?
Fixed missing caution tape from Blue's last
Moved the jump ladder on each side of mid to be closer to the actual point to jump to
Removed some planks from the supports at mid to allow jumping in and out of
Added weapons and stuff to upgrade the station
Moved the upgrade text off to the side and widened the spawnrooms to accommodate them
Increased size of the upgrade station triggers

Decreased the wall thickness of the bookshelf at either team's final point.

Did a deal with the devil (or was it the Medic?)
Reach for the summit....
The map has undergone a complete art pass!

Gameplay Changes​

Completely removed the mad milk slow effect upgrade (I've tried everything to make it seem balanced, but I can't seem to get it to play right)
Doubled the amount of setup time (was 20 seconds, now 40 seconds)
Added blockers for players during setup time
Ubercharge canteen has it's price raised to $600 (was $400
I won't kill you, but I don't have to save you.
This is a work in progress detailing the map.

Gameplay changes

Upgrades:
Reduced the max clip size increase for everything to 10, was 20
We are one with the night
Transitioned the map over to a nighttime theme, adding additional lights whenever needed

Upgrades:
Increased max of jump height and move speed
Increased max on weapon ammo, reload, and fire rate upgrades
Increased max on shield charge and shield bash upgrade
Increased pricing on kritz and ubercharge canteens

Added beggars bazooka upgrade (which shows up for weapons which don't benefit from it, idk why)
Added taunt speed upgrade
Added turn to gold upgrade (earns 4X the cash when a kill happens)
Added charge time increase upgrade
Its like walking on a balance beam, except now I can fall to my death!
Added TF2M feedback relay which adds a butt ton of money when feedback happens
Added logic such that teams defending their last have a considerably shorter respawn time (4 seconds when not defending their last -> 1 second when defending last)
Added some extra cover to the middle point
Added 20 seconds of setup time

Increased height of the capture point brush to allow players to stand on top of the grand piano at last
Increased height of the upgrade station brush to fill up the whole nook
Cut some corners in the final points

Removed the roundabout tree and the high ground it led to since it had no usefulness

Blood Money Changes

Money is now granted a fixed amount (currently $50) per kill (instead of a range of amounts dependent on player counts as it was before)

Tinkered with the cost of all canteens, here is the breakdown:
Current
Krits$1002 Kills
Ubercharge$751.5 Kills
Refill Ammo$250.5 Kills

Changed
Krits$2505 Kills
Ubercharge$200 4 Kills
Refill Ammo$501 Kill
The slow upgrade for the mad milk (and I guess jarrate if medieval mode wasn't on) has been increased to $600, was $200)
Sounds like a spell, but it really ain't
  • Added a message in chat at the end of the round displaying the amount of money each team has
  • The rooftops of the arches by the spawn rooms have had their colors changed to match other rooftops which can be walked over
  • Moved the markings for the final points to be more accurate of the actual size of the capture zone\

  • Fixed bug which prevented red from defending their final point from capture
  • Fixed the shape of the fences in the final courtyards in order to better fit their clip brushes
  • Reduced the base amount of money gained per kill (was 100, now is 50)
  • Removed all pumpkin bombs (granted they never spawned in, but trust me they are gone)
  • Removed the armor piercing upgrade from spy's knife as it has no function in this game mode
  • Removed collision from the chandlers