Lion

Lion a7

a7

detail
  • secondary port refinements
  • various texture re-alignments
layout
  • 2nd cp big pillar cover shift
  • various clipping improvements
  • mom info moved to floor in front of 1st spawn

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detail
  • started custom soundscapes
  • planters? planters.

layout
  • refined catwalk geometry
  • opened connector area by u-turn
  • added resupply locker

logic
  • fixed broken hud and matched cp layout to mannhattan
  • mom:
    • mom now resets if left on ground for 45 seconds
    • added additional spawn point in forward upgrade station and moved starting point to tank room near bot spawn
      • on first cap and if mom is currently on ground, teleports to new spawn point by forward upgrade station. after another 45 seconds on ground, teleports to old location behind 2nd cp.
    • fixed not dropping on round end and causing issues in next wave
  • extended some func_nav_avoids to eliminate fringe pathing errors
  • cancelled pending i/o on forward gate at wave end to eliminate fringe pathing errors

bots
  • added prerequisites to help bots stay on active cp
  • fixed some spawns not having spawn protection
  • bosses will now take the forward gate once open
  • giants now remain at the first point during stun to make them easier to deal with
    • bosses are exempt and will continue to path forward during stun
  • disallowed sentry busters from capping
  • swapped mission finales with int/adv
  • intermediate mission:
    • renamed to advanced (now uses trio finale bosses)
    • added sentry busters
  • advanced mission:
    • renamed to intermediate (now uses solo finale boss)
    • wave 7 swapped one soldier boss with boss from intermediate mission
  • added expert mission

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a5

Added new dynamic element: the MOM (money or medicine). The item spawns on the catwalk near the 1st cp and enables on wave start. When carrying the item, it acts as a level 1 dispenser with an effective radius of 256hu. Once dropped, it becomes an automatic money collector with an effective radius of 320hu. If the intel is dropped when the 1st cp is capped, it is teleported to a new location behind the 2nd cp. If it is being carried when the 1st cp is capped, it will not be teleported. The pickup radius is set to 64hu with a pickup delay of 3s to reduce unwanted pickups when maneuvering or attempting to drop the item near your partner.

detail
  • 3d sky tweaks
bots
  • normal mission is now called intermediate
  • finished naming advanced mission bots
  • fixed missing projectile model
  • fixed spies getting into red spawn
  • fixed advanced mission bots not ignoring flag

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detail
  • added detail geometry to u-turn at dividing wall
layout
  • marked capture zones
  • reconfigured red spawn to accommodate two upgrade stations
bots
  • fixed some bots skipping first point and breaking on 2nd point
  • fixed cap alarm persisting if bots are killed while blocking capture
  • fixed forward gate staying open in certain conditions
  • fixed bots getting stuck in blocker in spawn
  • normal mission:
    • wave 2 fixed shotgun heavies ignoring point
    • wave 4 fixed support bots not showing in wave status
    • wave 4 fixed giant medics only healing giant soldier

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Big thanks to @PigPig and @FlipFTW for a lot of layout and mission help + hours of testing.

detail
  • added 3d sky
  • switched to sky_fever_01 env settings
  • bot spawn is now a port/dock
  • displaced ground level
layout
  • extended playable area further in front of 1st cp for more holding options
  • connected connector patio with forward upgrade station
  • moved forward gate in front of 1st cp
  • opened front dividing wall buildings for faster rotations
  • removed clip on lower front dividing wall building
  • fixed forward gate staying open if currently opening on wave finish
  • fixed cp capture warning sound persisting through waves
  • hp/ammo around bomb pit moved to be more central
  • bomb pit is now a cp
    • bot buffs annoying to play against
  • main upgrade station always open
  • red spawn now has shutters
  • fixed spawn room building bugs
bots
  • added advanced mission (courtesy of FlipFTW, edited by me)
  • normal mission:
    • spy mission decreased from two to one
    • wave 1 scouts reduced dmg, move speed
    • wave 1 bowmen reduced skill
    • wave 2 split heavies between shotgun/minigun
    • added 5th wave (el jefe + jumping scout support)
  • increased bot stun time to match mannhattan (14->22s)
  • cp capture progress can now be blocked
  • fixed bots ignoring func_nav_avoids (cannot enter connector areas or patio in front of spawn)

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Download is now a zip to separate the bsp from the nav/pop file for bot updates without recompile.

layout
  • moved 2nd gate back by dividing wall
  • opened window in connector room
  • added hp/ammo cubby to other side of 1st cp
  • added gate to 1st bot spawn area
  • simplified bomb pit stairs for blockbulleting
  • tightened bomb pit arena to increase defensible positions
bots
  • 1st cp cap stun now excludes giant bots
  • fixed meds not healing in wave 4

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