highwire

72hr Jam 2023 highwire a4

This version iterates on the layout, trying to lower rotate times for slower classes.

Gamemode:

  • Switched zone timer to tf_logic_cp_timer
  • Added overtime to encourage pushing with low time remaining
  • Flag return time increased to 25 from 20 seconds

Layout:​

  • Reworked the “Center” & "Water" zones
  • Reworked the spawn room
- Is now 1 room instead of two
- Has a back exit to the reactor core
- Added new rooms behind team bases to route to reactor

Misc:​

- Added A, B & C signage to the capture points.
Gamemode:
- Switched over to RD logic instead of PD logic
- Adjusted map prefix from cp_ to rd_ (Sorry @Katsu! :3 )
- Setup time was increased from 30 seconds to 36 seconds.
- Active zone timer increased from 60 seconds to 90 seconds
- Silenced announcer voice lines for zone ending
- Silenced point scoring sounds (repetitive bleeps)
- Increased the time required to capture a point from 1 second to 4 seconds.
- Increased bonus points from 10 to 25.
- Flag now uses “Shot-Clock” mode.

Layout:
- Reworked the entire “Power” area & point
- Added a prop stair to water
- Removed the dropdown area at water and simplified the connector to center
- Added more health & ammo pickups
- Made it easier to double jump up to the flag area via the arches
- Reworked the left center flank

Misc:
- Added a proper skybox to the map
- Added spectator cameras
- Fixed HL2 textures at water.
- Added vScript to make RD logic work
The gamemode of the map has been changed from 3CP to a custom KOTH type inspired by "Hardline" from COD. (And also has RD flags for some reason. :) )

Layout changes:
  • Includes 2 new areas, A and C.
  • Revamped the back of each teams capture zone
  • Brough the staircase next to spawn exit closer
  • Split up the courtyard infront of base up into 2 smaller areas
  • Raised the walls on the central point and gave it a roof.
  • Added new passageways
  • Added 45 second finale timer.
Added
  • Signage
  • Cubemaps