The map now has more cubemaps to reduce the orange-ness of the ice walls
The model of the active capture point now glows through walls to help players find their way to it more easily
The text string that informs you which point is in play has been changed to the same colour as this glow, which stands out slightly better against the snow
The text string that informs the player he's become a dispenser on dying is now back
The humiliation state now takes effect on sub-round win (losing team is stunned, winning team gets crits)
The winner/loser sounds no longer play twice on full-round win
Team scoreboard score now only increments on full-round win instead of sub-round win
This improves functionality with server configs - now, a config which has mp_winlimit 2 will play to 2 full-round wins instead of 2 sub-round wins, which is more sensible and won't interrupt matches before a full-round is won
There are new clipbrushes which make it easier to discover the secret
Someone suggested putting the map on a massive glacier above a pit which is a very clever idea - I will do this EVENTUALLY
Rebuilt C to be crazier, more of a landmark and less out of the way
Rewrote most of the logic
This invalidates a lot of the previous version's changes
There is a known issue where if you change teams after the setup doors open, you will fully die instead of turning into a ghost, but you will put a dispenser on whoever you spectate - I kept this because I thought it was cool and not really game-breaking
Prettied up the HUD
It will eventually be prettier and more sensible; I just went for the minimum required to get it working
Incorporated the dispenser-ghost models from Graveyard
The ice wall texture is now shinier
This makes it look pretty weird from some angles because the map's only cubemaps are directly above big orange floors
Redesigned the mining-elevator tower at A
Man's purpose is to know 2009 and to love it forever
Players now have to leave the spawn room to get the ability to turn into a ghost upon death
This fixes the issue where some players would fully die instead of becoming a ghost
It should also hopefully stop the scramble plugin breaking the map quite as much
The respawn room now stops working as a respawn room after its doors open
If any players somehow manage to fully-die, this will stop them being able to respawn by changing class
(Hopefully) fixed the issue where the first time players die, they would not get the helptext, would not be resized and would not get the ghost dispenser
Fixed a texture alignment issue around C
Marginally improved the map's optimisation
The text which shows the number of players remaining will now say "16+" instead of "16" to account for the fact that 100-player mode was added between me originally building this map and now
If I end up feeling generous enough, I may extend the current logic_case player-counting system to a different arithmetic system that supports numbers up to 50
The text which shows you what point you're playing over should now more consistently show up
I wanted to have lock icons on the points that are not in play, but this is very difficult
Most of the map's logic will now be disabled during feedback round
Man's purpose is to know 2009 and to love it forever
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