sawmill 2

sawmill 2 a4

  • fixed issue where the map was named Wrong (it had some bozo's name on it)
  • performed some casual earthbending on Blu's side
  • subjected the coast to erosion
  • added my OC <3 <3 <3 <3 <3
  • sawmill 2 will never be ballin...
  • You Won't BELIEVE How Many props_hydro/barrel_crate.mdl I Added (Not Clickbait)
  • added a friend somewhere
  • buried a plank of wood
  • made it harder to lose your Balls
  • cement
  • made healthcare more affordable
  • painted the floor
  • rescheduled the combat to later in the afternoon
  • revealed the true Girth of the control point
  • sent the Ghosts of Lighting Past back to Soul-mill 2 where they belong
  • supported the logging industry
  • nature and demoknight preservation measures
  • sawblade intel changes:
    • logic rebuilt from the ground up, using VScript
      • not as painfully janky!
      • damage radius now calculated from the carrying player, not the flag
      • fixed damage incorrectly attributing to the previous flag holder, potentially minutes after they had dropped it
      • sawblade now performs line-of-sight check (cannot damage from below floors, round weird corners, etc)
      • sawblade now works fully with mp_friendlyfire 1, if that's something you'd ever want
    • balance changes:
      • damage interval on the same target increased to 0.75 seconds (was 0.5 seconds)
        • gives a better grace period for slower higher-health classes to get some distance
      • self-damage changes:
        • self-damage interval increased to 0.75 seconds (was 0.5 seconds)
        • self-damage increased to 60 flat damage and 25 bleed damage over 2.5 seconds (was 75 flat)
          • punishes sustained survival while forgiving self-damage from "burst" kills
          • ideally the bleed will show that the sawblade deals self-damage
        • sawblade damage radius increased to 128 (was* 64, but was offset from player weirdly)
        • you can now drop the sawblade for any reason without dying by hitting your "drop flag" key
          • the sawblade will stay on the floor for 3 seconds before resetting; not long, but enough to trade to another player
      • rotated the sawblade model to expose the sawblade player's head for headshot purposes
  • layout changes:
    • embiggened red side's shack
      • red's base is much more cromulent now
      • river on red side made deeper
    • added sentry gun LOS blockers to the waterfall
    • made red's flank-route shack bypass two-way to match blu side
    • cleaned up clipping
    • changed textures on blu side
  • miscellaneous changes
    • generally made all the ambient saw sounds quieter
    • made the sawblade intel saw sounds lower-pitched to differentiate them
    • added sound overrides to prevent console spam related to the A/D flags
  • updated the saw intel:
    • balance changes:
      • damage saw deals lowered to 210 (was insta-kill)
        • this should lessen some of the pain heavies experienced on this map!
      • self damage on player impact lowered to 75 (was 100)
      • saw-wearing players now receive -70% healing from Medics
      • saw-wearing players now have obnoxiously loud footstep sounds (stolen from MvM giants)
        • sounds are louder clientside (makes it harder to know for sure how loud you are, unfortunately)
      • flag now resets after 5 seconds (was 30)
    • bug fixes/feature changes:
      • the sawblade flag now properly credits the player holding it for any kills it makes
      • flag return/respawn timer now updates/displays properly
      • saw now plays proper sounds and particles
      • fixed the ridiculous hitbox to be more reasonable
        • hitbox now exists reliably around the player rather than the intel
      • players with the sawblade while at low health should now reliably kill the enemy player as well as themselves
  • bug fixes:
    • fixed respawn room visualisers for BLU not working correctly
    • fixed floating mini-cap points for intel spawns
    • fixed being able to build downstairs in spawn
    • added nobuilds to the water on both sides
  • layout changes:
    • adjusted cover near spawns
    • made roofs near mid easier to jump on from mid passages
    • generally clipped off more high roofs
    • adjusted health/ammo/sawblade pack positions
      • sawblade now does 75 damage rather than kills, but harder to avoid
    • adjusted mid:
      • stacked logs replaced with plank pile
      • various cosmetic changes
    • removed plank bridge on red side (harder to cross river)
    • raised the skybox
  • misc:
    • added soundscapes from sawmill one™