Sandopolis

Sandopolis a6

ctf_sandopolis_a6 - 25/04/2020
- smallified mid
- shortened small side routes at mid
- the flag no longer turns neutral immediately upon drop; it now takes 3 seconds to turn neutral
- reconfigured cap layout on HUD to be less confusing and challenging for new players (also removed team icons due to technical limitations) (new HUD icons made by RodionJenga)
- added more team colours to each side of the map (again; I forgot to re-add them when I remade mid)

(the custom HUD icons can be found here)
ctf_sandopolis_a5 - 24/04/2020
- completely remade mid and connectors, hopefully it doesn't suck as much
- added more cover around the capture points
- made more defined defensive spots around the capture zone
- reduced defending team's spawn time from 8s to 7s
- fixed respawn times not resetting when the flag resets
- disabled CTF overtime
- flag now enables after 30s rather than 20s
- fixed bugged spawntimes
- went back to the control point style of capture points, rather than instant capping
- replaced standard CTF HUD with the Attack/Defend CTF one so now the map has control point icons
- fixed minor bug with RED capture zone
- actually packed cubemaps this time lol
- completely remade spawns; they are now closer to mid and will hopefully make defending easier
- the flag carrier can no longer be seen through walls
- map now uses different announcer lines
- the flag now enables 20 seconds into the round, and is disabled for 20 seconds after cap (though not on return)
BUG: the map spams the console with missing sound errors because the game is hard-coded to attempt to access missing files; this is why the map uses custom announcer lines
- fixed spawndoors lol oops
ctf_sandopolis_a3 - 19/04/2020
- shrunk the map further, good lord I'm bad at scaling lmao
- went back to instant caps because my capture logic decided to break for no reason and frankly fuck it (captures can still be blocked by the enemy team though)
- the map now has a round timer; it starts at 10 minutes and is increased by 2 minutes upon flag capture
- if the timer ends before the cap limit is reached, the team with the most captures wins (thanks Mr. Burguers for the logic help!)
- spawntimes are no longer affected by who owns the flag; it is now based on where the flag is. if it's in the middle, spawn times are equal (6s), but if it's near a team's capture zone, that team has a longer respawn time (8s) while the other team has a shorter spawn time (4s)
- added a few health/ammo pickups here and there
- hopefully made team colours more visible
- cut out roughly a third of the map to reduce walk times
- kind of remade spawns, they probably suck lol
- flag captures are no longer instant; they now need to be captured like regular control points
- made mid less long and tall, which wound up with the removal of the sneaky water route
- added some walls to mid to cover up sightlines caused by lowering mid
- control points are now team-coloured and appear visible/invisible depending on what team is holding the flag, to hopefully reduce confusion surrounding the objective