Layout Changes
- Removed CP2 (Bakery) and removed both forward spawns in the name of simplicity.
- As a result of the above, shrunk the mid arena where the Bakery was.
- Moved RED's spawn back slightly.
- Moved BLU's spawn back slightly.
- Can no longer fire arrows through BLU respawn gates.
- CP1 redesigned.
--Capture point is now elevated, added cover.
--Bushes are now bullet clipped, was player clipped before.
- CP2 back area redesigned slightly.
--Removed flank that went behind RED spawn.
--Additionally, health/ammo kits moved.
--Made RED's respawn door more intuitive. (It looks like a door now!)
-- Clipped the side staircase in the tavern.
- Raised skybox ceiling height outsides.
Balance
- Removed Crit Pumpkins completely because it was too random and powerful.
- Gameplay Mechanics: Engineer can now build dispensers by picking up toolboxes (which are just an item_teamflag).
Pick it up like you would an intelligence, then drop it the same. If dropped, the team that owns the dispenser will not be able to pick it up. However, the enemy team can touch it to destroy it instantly.
It takes 10 seconds to fully deploy, afterwhich you've got your brand new Level 2 Dispenser!
Toolbox respawn time is 25 seconds after pickup.
--In addition, Engineers can just hold the dispenser to heal himself/his team while they fight.
--Response rules also applied when deploying the dispenser.
(Technical Stuff
- When dropping a flagspenser, it changes into the other team's flag. Once picked up, it resets the flag (basically, killing the Dispenser before it spawns).
- Dispensers are sent a Kill input after the round it over (otherwise the game bleeds into overtime).
- If a team mate picks up a dispenser, it immediately tests a filter to see if the game should send a trigger to remove the flag entirely.
- There is a func_capturezone in front of the spawns that causes the Engineer to drop->return->destroy the flag.
- The response rules is actually a level_sounds file mod. It replaces the lines when the Engineer captures the intelligence.