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Faffed around with artpassing things here and there
Adjusted lighting so the map is probably slightly brighter overall?
Added a little platform thing to the front of A (shaped A around a bit so the side spawn there is less obscured)
Added a sprinkle more detailing here and there
Calling gate recapture now disables the bomb_timer
Adjusted clipping so B's gate frame shouldn't be going through walls anymore
Artpassed outside area of the map
Removed third bomb and its bombpath
Removed some excessive Engineerbot hints at the front
Added a bit more Sniper hints to A
Fixed the alarm light in the spawnroom not spinning (imported some WD-40)
Fixed moon gravity persisting through respawn (because it apparently does that??)
Tossed in some clipping that should have been there to begin with
Artpassed (more of) the interior parts of the map
Fixed a case where some yob could let the moon gravity into the base!!
Fixed a case (probably) where you could have too many bombs active through use of the recap relay
Adjusted clipping in a few places (don't remember where exactly)
Fixed a case where returning a gate makes gatebots acdum
Fixed the station opening relay not always firing
Added a sideroute next to spawn to add a bit of space (and kits)
Some early artpassing around the interiors ( and a tinge of it outside )
Adjusted resupply cabinet boundaries
Added a side route to A so people defending don't have to just squat down at the entryway
Added a missing call to reactivate gatebots if the gate recap relay returns B
Adjusted geometry at B
Adjusted geometry at the front
Adjusted engineer nests at B
Unlocked the crystal near A
Fixed a case of bots and sentries being able to see you through a door
Replaced perimeter field
Renamed map to Charon (dropping the devname)
The hatch properly explodes now (Goodbye, Robin!)
Restructured B area
Upgraded some of the kits around the map
Added some tape to the edge of B's cap zone
Added a shortcut door leading into the bot front
Gatebots now follow the bomb path when spawning at the front's main spawn
Adjusted nav and clipping around a few locations
There's a skip between versions due to A4 using a different name that turned out to be used by an abandoned mvm map that might cause some confusion.
Realized I never uploaded this version here.
Fixed a few instances of bad clipping
Spawnroom visualizers are visible now (for bot spawns)
Messed with the forward upgrade station a bit
Fixed a case where bots don't have spawnroom immunity after gate capture
Added some map-logic that SHOULD revert a gate back to RED when called
Never tested before so chances are it doesn't work
Alpha 3
Moved front's side spawn to make it work more as a side spawn
The bombpath markers show more clearly what part of the map is active
Starting with all gates captured now randomizes between the three paths
Messed with Sniper hints again to fix another case of the nudges
Added more Engineer hints to the front for some Sentry Shenanigans
Fixed a case where bots attempt to go through clipping at A
Some of the door sounds are at proper Hz values to fix some static they could play previously
Replaced test mission with Empire Escalation, since Mannhattan seems to play pretty okay for this layout