Pipeball Ultra

Pipeball Ultra rc4b

CHANGES FROM A3:

- HUD timer switches from main timer to bonus room timer
- No more respawn time trickery. It's a standard 8 seconds all the time.
- Tweaked the scoring system. Now it should award the correct amount of points consistently
- Redid the fences outside the rink
- Added push triggers to the various venting flanks. Now it's not so easy to get the drop on the other team
CHANGES FROM A2
- Added Player Destruction scorekeeping
- Screen fades out when goals are scored
- Added text to help players understand WTF is going on
- Windows in side buildings are now closed. No more spawn sniping for you
- Serve pipe gets shortened, and the ball doesn't get launched quite as high
- other stuff
CHANGES FROM A1

- Health and ammo kits in the side buildings are now full packs
- Revamped the ball barrier in the bonus rooms
- Un-solided some light fixture props
- Added "the mound"
- other stuff idk
It's OFFICIAL RELEASE TIME!

Changes from A0D

- The "Meat Grinder" doorways as they were called in the bonus rooms have been expanded
- The ball is now kept at bay by a vphys clip brush in the bonus rooms, making shooting it much easier
- Issue with the ball reset brushes triggering with the ball cannons resolved
- Attacking team respawning in the bonus room rounds now face the doorway to the bonus rooms
CHANGES FROM A0c

- Fixed the cap icons being glitchy at round start. Also put the right ones in the right place this time. Boy was that dumb of me
- Fixed issue with spawnroom doors and the vent in the bonus rooms. Again, dumb
- Added some more out of bounds reset brushes for the ball
- Finally got a visual representation of the ball cannon loading bay's push trigger working that wasn't a framerate killer
- Respawn time fuckery in the bonus rooms. The attackers get a shorter respawn time.
- Revamped the pickup availability in the bonus rooms for the attackers.
- Phys pushscale command fires every 30s now. In case a server admin forgets to turn servercommands on before the map loads, they can do it on the fly now.
- The ball now has an ever-visible "glow" that will follow it around everywhere, so you'll always know where it is
- Speaking of which, the ball will always respawn in the reset mechanism like its supposed to, if, in the rare case, it "falls asleep" if nobody touches it in the bonus rooms. You guys do know that you need to hit the ball in order to win, right?
- Increased cap time for the goal expanders. Originally it was at 10, then got bumped down to 7, now it's at 9.
- Made the defense timer sign more noticeable
- Reduced height of the doorways in the bonus rooms' back area. No more vent to spawn sniping.
- Enlarged the goal shields in the middle of the main rink. This will cut down on Sniper's effectiveness everywhere but their own end.
- Sudden Death option is back in the Secret Killswitch Room. But again, you're not supposed to know about the Secret Killswitch Room. So kindly pretend you don't, ok?
CHANGES FROM A0B

- Fixed some ball teleport brushes
- Added custom HUD icons to better help players understand the gimmicks
- Added timer gauges for the bonus rooms
- Fixed issue with the main timer not ending if players are capping a perk point
- Widened some entry points
- Removed the "stalemate" option from the secret killswitch room. But you didn't need to know about that, did you?
changes:

- new vent stairs in buildings beside main rink
- more text displays to indicate 1 point scored or 2 points scored
- added flank routes to bonus rooms for attacking team
- improved other routes for bonus room attacking team
- other stuff