Lazarus_Event

Lazarus_Event A11

A11
General
- The Down Under event is now more likely to happen than other events (2 in 6 vs 1 in 6)
- Minor soundscape adjustments

Down Under
- Each of the 3 possible, random paths in the Abyss are now unique with their own platforming mechanics - Minesweep, Bubbles, and Volanoes
- 8 points of drowning damage are now done every 2 seconds
- Sea Mines adjusted to stand out more as gameplay elements and hazards
- Moved initial teleport exits so players arrive higher up and drift down into the arena
A10

General
- Removed crate from behind the Chest
- Fixed a displacement seam
- Added visual effects to the Chest when it opens

Down Under
- Raised underworld entrance points so players float downward longer and get a better sense of the changed gravity
- Increased speed of exit plume
- Added a momentum buffer to the entrance points so players can't be flung off any platforms upon arrival
- Added more "safety nets" in the underworld to make platforming easier and grant players a second chance if they fall off the final platform

Cannonball Run
- Slightly spread out the initial cannon targets on the capture point
- Reduced explosion damage to 120. It won't kill you. But you'll wish it did.
A9

General
- Revamped Spawn rooms
-- An additional lower exit is now available
-- Re-added some forgotten cover brushes from Lazarus
- Fixed a displacement that could snag players
- Fog/Skybox changes
- Treasure Chest now opens when an event is active
-- Chest has also been covered in func_nobuild to prevent buildings from holding the chest open
- Added soundscapes

Down Under
- Fixed exit lift not automatically lifting players

Skeleton Crew
- Swapped in custom sounds for the skeletons

Attachments

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A8

General
- Removed High Tide event, and replaced it with Skeleton Crew
-- Skeleton Crew will spawn in 8 individual skeletons that will not spawn babies when killed
- Added additional text when each event is triggered that briefly explains what's happening to new players

Drunken Sailor
- Changed visual effects to FOV effects only
-- Screenoverlays removed
- Players now Jeer instead of Laugh when the event is active

Flying Dutchmann
- Renamed to Jolly Roger
- Removed bugged super jump
- Players now Laugh when the event is active
A7A

Down Under
- Fixed the arrow sprite persisting into the next round if the Down Under event was rolled from round-winning Overtime capture
A7

General
- Replaced capture point with a central treasure chest that doubles as minor cover
- Broke open the high route mid connector, there is no longer a direct route
- Fixed a bug where the mid indicators wouldn't turn off after a defunct event was fired
- Reduced health/ammo to small in the high route caves
- Reduced frequency of pumpkin bombs
- Reduced capture time from 4.5 seconds to 4

Down Under
- Fixed players teleporting into enemies and getting stuck

Flying Dutchmann
- Removed fall damage through the duration of the event
- Reduced jump height to x2.5 instead of x3
A6A

General
- Fixed an accidentally-packed texture that would cause caching errors and cause some players to see a missing texture underwater
A6

General
- Removed white flashes. Sorry.
- Capture time increased to 4.5 seconds
- Added temporary <dx90 support to custom screenoverlays
- Increased brightness
A5

General
- Events reverted to on-capture
- Capture time reduced to 3.5 seconds
- Blocked off side whirlpool pits until they are opened by the Down Under event
- Fixed grating not rendering in the high mid connector
- Fixed a displacement that players could get stuck in
- Added more pumpkin bomb spawns
- Removed Black Spot event
- Rain is now constant

Flying Dutchman
- Added mini-crits to the duration of the effect, along with appropriate visual effects
- Changed jumping aspects to be 3x jump height

High Tide
- Effect changed from the Jarate Swimming Curse to Swimming Curse (No Effects)
-- Forced thirdperson removed
-- Fire weapons now work during the event
-- Screen FX now matches actual water

Down Under
- Extended duration of escape reward to 15 seconds
- Green flame footprints previously used in the Flying Dutchmann event is now an escape reward and indicator instead
A4
General
- Removed the Whammy event
- Increased effect time of Black Spot, Flying Dutchman, High Tide, and Down Under from 15 seconds to 20
- Removed extension of the dock over the shark pit, see Down Under notes
- Added halls between the high-mid paths under the central skull
-- Pushed small health and ammo to the new lower hall
- Storm Event now spins every 90 seconds after the previous event and is not tied to capturing the point
- Added visual and audio indicators of incoming events at mid
- Changed storm's game_text_tf to the objectively worse-looking-but-more-functional game_text
- Added impulse triggers for when the storm strikes ala Carnival of Carnage's hammer hit
- Added pumpkin bombs
- Added additional shark pits
- Reduced capture time from 8 seconds to 6

Down Under
- Central dock now extends when the Mid whirlpool is active, and breaks away when the event ends
-- This area now also has func_nobuild
- Additional shark pits also serve as additional whirlpool entrances
- New layout for The Abyss, whirlpools lead to their own respective paths
- Fixed exit teleporter triggers disabling too soon
- Brightened lighting in The Abyss

Cannonball Run
- Cannonballs now fire in three grouped sequences rather than individually
- Increased range and damage of the cannonballs
- Adjusted audio cues

Drunken Sailor
- Fixed screen overlay not being packed