Added a a slightly edited heal particle effect to the water itself, to hopefully make it clear what it does even from a quick glance. hopefully just you see it and "yep it does something related to healing"
look at these patch notes, maybe I should apply for valve as a patch note writer...
GENERAL
Triggers for both cap points are now much bigger
Fixed a bug with the water healing script that allowed players to straddle the water's surface to rapidly heal in increments of 1hp. Now please stand completely still in the water and allow a sniper to line up a headshot (you don't need to stand still to heal its just a joke)
Spawn timers have been adjusted to not be defaults, now its 4 for Blu, and 8 for Red. They don't change if you cap A, I'd like to see how B plays first.
Many of the displacement walls are a lot smoother. They were bugging me.
FIRST AREA
Fix up a few sightlines, mostly into spawn rooms and such.
Blu spawn is pushed a little bit further back, to allow more space in the first area.
The tree in the first area now has a new rock next to it to help block up a sightline and just give more cover over all.
Added a new tree between the old tree and the right entrance.
FIRST POINT BUILDING
Made the main door a bit bigger
The right-most entrance (from blu perspective) into the first point is now lowered a bit, partially for sightline reasons, partially to make the room a bit more dynamic. There is also a bit of rock cover to help block up the sightline as well.
An all new tunnel has been added to the right of the aforementioned entrance, which leads directly to the river inside the first point building.
The weird little staircase and bridge above the river in the first point room now has been raised a tiny bit, and has new cover, partially to fix some sightlines
A small wall has also been added to the bridge above the door leading to the next area
The door to the next area is now thinner, and lower, to help block up a sightline from the cliff past it and also to add a bit more height variation
SECOND POINT AREA
A new wall has been erected where the sightline blocking tree was to help give a bit of cover aside from just sniper cover. The tree is still there, just shifted a bit
A sniper fence prop has been added to the right-most (from red's perspective) spawn door to help block up a sightline all the way from the other side of the open area
Mini update just to patch a few things up, real update coming soon™
Water no longer removes overheal (i forgor it existed when i wrote the code)
Water now heals up to 8hp per tick (from 4hp), and the amount healed is now double the previous tick, rather than +1 (old: 1 > 2 > 3 > 4, new: 1 >2 > 4 > 8)
Increased lightmap scale in a few places to reduce filesize
Fixed water in the back of the room with the 1st point being missing
-Replace the river's janky attribute based healing with a vscript solution that is more consistent and easier to understand. Also, it heals you a bit faster now too.
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