Bakery respawn doesn't teleport RED
Reduced time for frozen state on round start to 3 seconds, increased setup to 33 seconds.
Fixed geometry intersecting a ramp
Added some more ammo/health around the map
Deleted a few leftover braziers around the map.
A lot of the map is reworked and new stuff has been added. The gimmicks have changed, there are new weapons, new layout for stage 2 have been made.
The powerups you could pick up in A13 are now reworked into a building that Engineer can build.
Engineer can build an Anvil to dispense three new powerups.
These powerups last for the life and cannot stack.
Engineer can also build a cannon and two Braziers.
I'm trying to get rid of a lot of the flat-ground and go for angles like ramps and towers and such.
Pyro can equip the Thermal Thruster and Gas Passer
Engineers can build (as mentioned before)
Heavy now has 400 HP and is bigger in scale
Soldier can charge his banner 2x faster.
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
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
Added terrace on left side of castle
Changed textures of BLU's spawn cavern
Opened up area between 1st and 2nd CPs
Fixed BLU's magic spawn rock being blockable
Raised ground level around the capture area / entrance of RED Keep
Reduced cap time of last CP to 2.5 seconds.
Added new resupply locker in forward spawns
Added lights near resupply at BLU's first spawn
Invisibility Watch (Cloak for 8 seconds)
Concheror (Regeneration, Speed Boost and Vampire buff for 10 seconds)
Dalokohs Bar (+50 HP for 30 seconds)
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 everybody teleporting to Spy hell (it doesn't exist anymore)
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
Raised the final CP in stage 1 so players won't take fall damage.
-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 every possible angle.
Added missing soundscape.
Added some cover for the RED Tavern spawn door.