Spamalot

Medieval Spamalot A14a

A8a Changelog
  • Improved player naming logic.
  • Welcome Point spectator camera now correctly points to Stage 1's camera.
  • Spectator camera added in RED Keep
  • Spectator cameras made visible to all players.
After feedback from credible sources I've reverted a lot of the changes back from a6.
These include:
  • Added CP2 back (now 3 CPs).
  • Lowered CP1 "RED Garden" back to ground level. (Reason: The ramp itself was bait for Snipers to spam arrows. Not fun.) Most of the cover from A7 was kept.
  • Moved entire RED spawn back to A6's location, and removed the flank behind red spawn.
  • Added Forward Spawns back for RED and BLU (Reason: Pacing was better. Walking to battle is, again not fun.)
  • Capturing CP2 "RED Bakery" now closes the building doors again.
  • No more BLU spawning in RED spawns at the beginning of the round! And, teleports to new spawn points are set to unique locations (to prevent people from clumping up).
  • Removed Heal-On-Kill from the Beer pickup (Reason: wasn't understood)

Reason for A7's Changes:
  • I had initially wanted this to be a multi-stage map. To do so, I thought consistancy in CPs (having 2 for each stage) was necessary.
However this meant gutting a lot--Shrinking the map, getting rid of the forward spawns, and overall making the map generally worse off.

Other changes to stage 2:
  • Made it so you can stand on the tall hedges overhanging the door by CP1 "RED Garden".
  • Didn't keep the health packs by BLU spawn (prevent spawn camping).
  • Fixed table model from faded away before player was out of sight range.
  • Engineer's dispenser toolboxes now have an Engineer decal under it to give a hint on what it might do.
Lastly, I've added Stage 1.
  • Stage 1 includes two capture points: RED Bridge and RED Keep.
  • Let's see how it tests out with a new mechanic! This stage has a new pickup that increases your jump height by about 140%. A lot of the stage 1 is built on vertical height variations.
  • Please see the screen shots below for more info. (First four are stage 1. Last three are stage 2.)

In other news, map now supports HDR!

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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.

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Layout:
- Bakery's spawn was moved over to the other wall, to reduce travel times.
- Removed Red's forward spawn from outside and moved it into the Bakery.

Bug Fixes:
- Pumpkins now correctly spawn from dead enemies (for some reason it was inputting to a sound before).
- Fixed Garden's CP prop from changing to the according team.

Balance Changes:
- Pickups from enemies have a 1 in 8 chance to drop, was 1 in 4 chance.

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  • Added the Burly Beer. This pickup heals for a very small amount and reduces incoming damage by 35% for 8 seconds, and can be refreshed after a kill. But, after the buff wears out, the player is slowed for 5 seconds.
  • All three new items (Vellum, Beer and Crit Pumpkin) have a 1/4th chance to spawn in the place of a health kit. Respawn is 10 seconds.
  • All three new items also can spawn by killing someone, at 1/12th chance.
  • Added response rules to all the new items. (example: Picking up the Crit Pumpkin makes the character say their battle cry)
  • Fixed RED spawning in wrong spawn.
  • Garden: Fountain height changed. Reduced visleafs by 400+ by making the water a func_brush.
  • Increased round time by 30 seconds (now 3m30s, cap 5m)

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  • Drops now make sounds, and disappear after 15 seconds.
  • Tavern sign now correctly placed on the wall.
  • Fixed scrolls and pumpkins spawning at the same time.
CompilePal is a beast.
  • Bug Fix: Pumpkin uses the Pumpkin_loot model (was a scroll before)
  • Bug Fix: Medkits weren't showing up (models were invisible).
  • Bug Fix: Vellum doesn't give max health anymore after theory-crafting, now only giving overheal + medicating melody.
  • Bug Fix: HP Kits weren't making respawn noises.
  • Bug Fix: Teleport to RED spawn sticking out of BLU's forward spawn too much.
  • Fix: Turned off Halloween mode because it changed the medkits to not meat (didn't meat standards! haha...).
  • Pumpkins now drop from enemies even with Halloween mode disabled.
  • Fix: RED/BLU team beginning objective messages now correctly state three points.