pd_burg_a2 changelog
Gameplay Alterations
- Added doors around the capture area that lock up after capture closes
- Added deadly green fog while aforesaid doors are closed to flush out turtlers
- Added an additional trigger_hurt to the capture pit that turns on while the door is closed, to flush out people trapped underneath
- Added some more footplates to the capture pit to enable full escape
- Narrowed the walkways in the houses on either side of mid to make traversing it as a vertical space more convenient
- Added some platforms to ease dropping down to the sewers from the churches
- Changed one of the small healtkits in the triple-pickups to a small ammo
- func_nobuild'ed the isolated rooftop overlooking spawn
Fixes
- Removed borked particle effect inflicted by trigger_ignite
- func_nobuild'ed the spawn doors
- func_nobuild'ed the entire middle bit, so no funny buildings on the doors or in the capture pit
Other changes
- Added glowy lights to mid while the capture is enabled to make it more visually prominent
- Began experimenting with texturing the sewers
- Added some beams to the wide water lanes next to mid
- Added a couple navigational signs around the town