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Fixes dispenser trigger and cap zone on blu cart not working
Layout
Moved spawn back.
Small transition so there is space between the last area and spawn, much like on a cp map
Added props to last area to add some height variation and cover
Foward spawns
Game Logic
Added logic for koth round timer and koth overtime
Removed ability to capture the point while Ubered, Invis and Disguised.
Only stops you from capping if you enter the trigger while already with one of these conditions
If you're on the point, then activate one of these you can still cap
Set origins of func tracktrain to be precise
Moved payload carts into playable space
Payload carts no longer show glow outline when not in use (thanks Ken)
You can no longer spectate the cart out of bounds
Gameplay
Timer added to koth part of map to encourage a team to attack the point
Fixed Red's second func respawn room assigned to incorrect team
Aesthetics
Boost lighting under the control point
Performance
Using a more optimized skybox instead of a diaper
Fast optimization pass with area portals
Standard func_detail door frame used to frame up all doorways
Layout
Removed "s" route between last and point, turned it into a balcony
Added a large diagonal wall to cut the area behind point in half to create a "soft-choke"
Shrank the side of the cave to allow more space for fights in the area
Added a larger barrel prop to right room on last to block the spawn sightline
Added some more props to have less flat terrain
Extended the wall from the mid-side buildings to allow for a safer area
Game Logic
Fixed issue where red got cap voice lines spammed at them; but for real this time
Gameplay
Added a mini ammo pack near the control point
Added an arrow sign since rolling out left you will no longer have the point cross your field of view directly
Spawn window now fully opaque from outside
Aesthetics
Changed the skybox and env settings to match pl borneo
Added a few trees to the map to give a more jungle vibe
Added a cool middle control point base
Jungle soundscape
More instanced lighting
Added 2 extra payload cart tracks directly from the point
Different ground and rock wall textures to match the jungle / temple vibe
Other Notes
Choosing not to clip off the top of the diag wall, want to see if this is overpowered or not
Unsure how to properly clip the trees. Chose to clip them all the way to the sky box in most cases with block bullets a bit lower
Should the back door of balcony be a door that only opens for you if the point is capped?
I want to prevent that door from being able to snipe the spawn door maybe
Layout
Game Logic
Fixed issue where teams got cap voice lines spammed at them
Figured out how to enable overtime in payload time and allow the round win to not stalemate
Added custom PD hud res file to better focus the hud on the gameplay
Added a env_screenoverlay driven PL hud
Gameplay
Change flank health packs from small to medium
Capture time for the control point set to 100; allowing me to put a % on the screen
Aesthetics
Used instance'd lightining entities for consistant light style and colors
Layout
Defined a choke point for pushing into last; this cuts viz and crazy sightlines
Reduced flank route on mid to have to go through the mid builings, also reducing crazy sightlines
Turned the underpass underpoint into an S, also reduces sightlines and makes it more of a commitment to go through
Added a "cliff" side that connects to flank
Mirrored the last area to not introduce another crazy sightline through choke
Game Logic
Set respawn wave timers to take longer when you lose the point and are defending
Gameplay
Moved all the health packs around to accomdate the new layout changes
Aesthetics
More cubemaps
Added several info observer points
Layout
Moved the tree out of tree room, make the room more breathable
Moved the pillar from the underpass over a bit
Leveled the underpass
Added a tree to block the sniper sightline
Extended the left side flank route out of spawn
Minor rework of last area to give engineer viability
Added fence to block long sightline on last right platform
Lowered shed from behind spawn to allow all classes to be able to jump onto it
Added a small lip outside the mid buildings
Moved the shipping container away from treehouse, added rotation to it
Raised the far left spawn door to be such that it's a 1 way door
Game Logic
Complete revamp of game logic from scratch
Added sound overrides of the "chimes" that happen when you cap mid; these should be muted now
Added sound cues for
point starts being capped
point is contested (both teams on it at once)
point is captured; and cart spawns
direction at beginning of round
Respawn times are much longer
Both teams get 6 second spawn times
Team who loses the control point will get 8 second time
Added logic to teleport player above the cart when the cart spawns if they are directly on point
This does not affect sticky bombs
Engineer is already not able to build on the point so this is a non-issue
Gameplay
Fixed area by cliff where you could hide a teleporter and sloppy displacements
Added more clipping to rocks and trees
Mid cap time of mid is now 2 points / second
Mid cap time is statically set to 150
Payload cap time is set to 5 minutes
Fixed issue where cart was teleporting players above it
Fixed issue where cart would get players stuck in the world
Added an additional mini-health by the right platform outside the treehouse
Shrank cap zone for mid, added indicators to show where cap is possible
Aesthetics
Added soundscapes all around
Added cubemaps all around