added in teleport for blue starting spawn so that players can go back and forth between rooms during setup time, also makes things a little more challenging for red at the start to know where the main attack is going to come from
fixed all issues found in the last test
did a LOT more detailing of the map
changed overworld exit behaviour for players - you will now spawn closer to the cart based on it's location
fixed part of the frog god's pillars that were breaking before they were supposed to
removed rare spells as requested - all are stock items now
added in two banannas to indicate a slippery section
removed the custom respawn cabinets, ammo pickups etc to resolve any potentail copyright issues with those assets going forward
removed the portal prop at blue's starting spawn as players thought they could go thru it to somewhere
more lighting work
more player clips added for the detailing and adjusted some others
added in the overworld into the map for a trip like you've never had before
more debugging of game logic - mostly the death traps / random teleportation
added in the cart teleportation while the overworld is active
redesigned some of the temple - a litlle more variation, a couple of one way doors so red can't flank and spawn camp as easily
more lighting work
wells are now death pits - don't fall in
a little more detailing
Depending on how this one goes - this one should be the final version before completing the full detailing of the map - the map might still have a little too much mayhem going on in it - but I love mayhem makes me think less about stuff - lol.
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