- Removed Uber Powerup
- Fixed bug where players would gain Dalokohs Bar buff on all power ups
- Moved CP2 over to where it can't be seen from the doorway
- Major layout changes for CP1 + CP2
- CP1: Added flank
- CP1: Moved BLU entrance door over so it cannot be shot at from the CP
- CP2: Completely revised
Medieval Spamalot A13
Multi-Stage Medieval Mode
- Made some capture areas bigger
- Experimenting with displacements
- Fixed unwalkable displacements
- Added three new powerups: Battalion's Backup (+20 HP, -35% dmg Buff for 10 seconds), Ubercharge (Ubered for 8 seconds), Crit-a-Cola (Mini-crits for 8 seconds, marked for death after attacking)
- Optimized framerate with Hint+skip and areaportals
- Fixed double Medieval fanfare at round beginning
- Fixed wrong mission goal strings
- Spy is now unbanned from the map (since the trap didn't work right)
- Reworked some displacements so most are walkable.
- Fixed a hole in the wall in BLU spawn
- Added an extra route inside the castle
- Removed the main entrance doors from the castle
- Increased respawn time for RED when first two CPs are captured (6s, was 5s)
- Reduced final CP capture time to 2.5s (from 5)
- Fixed Spy from being playable. (Spies now teleport outside the map on Stage 2)
- Fixed darkness in Stage 1 BLU spawn.
- Added some area portals and changed some curved architecture to func_detail.
- Adjusted HDR / Bloom.
- Disabled custom drops gotten from kills
- New Stage 1: Featuring lots of snow. Also, now is 3CP (from 2CP).
- New Power-ups: Pick up the Soldier's Concheror, Heavy's Dalokohs Bar or Spy's Invisibility Watch.
- Spy Can Die by Fire: Spy is banned from the map. Any time you pick the class you're sent to a snowy hellscape. (Where you burn, and perish ya sleuthy-scum!)
- Soldiers can build Rage in spawn by attacking the dummy.
- Adjusted some spawn packs...
-Changed most env_soundscape to env_soundscape_proxy to reduce errors and possibly lag.
-Brightened up main doorway to RED Keep.
-Addressed learning curve for boots. RED Spawn now requires boots to leave by jumping over a gate.
- Magic Boots now only last 3 jumps before disappearing (at which your character only jumps regular height).
- Magic Boots can no longer stomp people. Instead, it negates fall damage (only when the boots are on).
- Magic Boots now glow purple.
- Magic Boots now have lift-off and landing particles/sounds.
- Removed FOV on all spectator cameras.
- Changed color of the ground on BLU side.
- Changed steepness of hill to be able to walk up on...
- 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.
- 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.)...
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