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-------------b6 release------------
CHANGELOG:
-Water deleted
-Walls above spawn extended to allow good wallshots out of spawn
-Medic pad cooldown nerfed from 6 to 7 seconds
-Added small health pickups to ground near corners
-Removed wallshot block from lower left and right for simplicity
-Removed small pickup platforms from shelves and added decals on floor to indicate their location instead
-Rearranged fence geometry to favor defenders more
------------b5 release------------
CHANGELOG:
-Fixed spawning on left side on round start, as well as resup spawns being strongly biased towards left side -Fixed a bunch of errant textures throughout the map
-Fixed a couple small pieces of missing geometry
-Added wires to support pyramid
--------b4 release--------
CHANGELOG:
-Reverted fence trimp ramp height to b2 (shorter). Geometry still produces roughly the same results for trimping from my very limited testing but I would love to know if it's OP in some way! give it a try
--------------b3 RELEASE------------
CHANGELOG:
Significantly improved fences!
-Much more detailed geometry for many more self-bomb options with the jack
-Improved positioning/spacing of fences, which makes using them in general feel better
-Raised height of fences to arena2 standard to increase utility
-This has the side effect of making the trimp ramp on the spawn side more powerful as well
-----------b2 RELEASE------------
CHANGELOG:
-Compiled goals with compilepal, hopefully no more weird error goal model issues!
-Fixed clipping issue on ultra/goal
-Increased height of ultra and added geometry behind goal for extender shenanigans
-return of side lower flat ground to help side lower feel less death pit-y
-strange floating pyramid near leaf is now properly mirrored
------------b1 RELEASE------------
CHANGELOG:
-Goals now match the arena2_b14 standard (they are a little less forgiving of inaccuracy)
-Shrunk and refined mid platform geometry!
-Spawners moved a bit more towards center
-Ultra pillar moved to above goal
-Spawn doors now wider
-Fixed minor edge mismatch on shelves
------------a19 RELEASE------------
CHANGELOG:
-Pulled megaramps and shelves in significantly to shrink overall footprint of map/make defending easier by making sides more choke point-y
-Tweaked shelf geometry
-Adjusted pickup #/placement to reflect smaller footprint
------------a17 release------------
CHANGELOG:
-Mid wall has been shortened to expand DM possibilities on mid platform - fighting for ball spawn should now be much more interactive and satisfying! This change also creates new routing possibilities for passes/bombs/rotations due to the nature of the map
-Side lower blocks have been lowered so you can get on them with a crouch jump
-Fixed some ugly geometry over lower water exit ramps (ty Danmar)
-Removed player clip over high grey arch + added a hurt trigger! You can fly over it now but don't stand too long...
------------a16 release------------
CHANGELOG:
-Replaced side water pits with some more basic geometry to make those areas feel better to possess the ball in and provide more options off a first grab
-Return to daytime vibes!
-Increased visibility of phase wall indirectly with some yellow texturing
-Minor clipping fixes to fix several unintended pixel gaps which would halt player movement unexpectedly
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