JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser .
-- Alpha 6
Added observer points
Capturing the Courtyard now shortens respawnwavetimes of the capturing team instead of increasing it for the team that owns it by default
Moved the metalstack and crate at base areas
Adjusted geometry at mid
Adjusted the lighting at the stairs leading to the lower routes
Clipped a whole bunch of areas to make it less likely to get stuck on spots
Changed the doors to the mid spawns so they look less weird
Changed the lower route doors so they look more like a doorway
Changed devtextures and put some light props to the doorways at the upper level in base areas to differentiate them a bit
The trains are now in the spirit of the season
Raised the capper texts so they don't clip with the HUD anymore
-- Alpha 5
Added another rather questionable forward spawn so capping mid does more than just adjust spawn timers
Messed around with base areas again
Opened the window that was open in Alpha 1
Put a dangerous ladder so that window is traversable by both teams
Probably have to consider an actual alternate route in the event that simply opening a window isn't enough
Moved the Courtyard control points to the outer area of base areas rather than the inner
Adjusted trigger brushes in the mid spawns so players can leave instead of getting stuck
Adjusted round logic
The team who holds mid when Overtime ends now wins the game
The Payload will still explode so remember to run for cover when the round ends!
Adjusted kits in mid yet again
Upgraded the health kits at the team buildings and near the Center Platform
Removed the health kits from the top of the containers
Fixed a case where train lights stayed on when the trains arrived during post-round humiliation
-- Alpha 4
Set roundtime to 12min
Capturing points will not add time to the clock
Payload upgrades now buff both healing and movement speed
Adjusted geometry at the base area and mid
Made a corridor at base area wider
Removed a wall at the mid buildings to make them a bit more open
Adjusted kits at mid again
Adjusted train logic at mid again
Added two more Control Points so it's basically 5cp now
Added forward spawns for teams when they capture the enemy's Courtyard
Added a ding that plays when teams capture Control Points
Fixed the cart's incorrect behavior during Overtime
-- Alpha 3
Adjusted kits at mid
Adjusted the lower route doors' triggers to have them open earlier
Adjusted lighting at base areas again
Adjusted geometry at base areas
Removed roundtime so the game will never end
The cart will now upgrade as the round begins to drag on, starting at 5min
This is essentially the part where I try something stupid and see how stupid it is
-- Alpha 2
Re-routed the pathway leading to either team's base area
Removed setup time as it was entirely pointless
Added a Control Point to mid
Added some brushes to the barricades in mid so they're solid now
Adjusted cart's push speed
Adjusted the cart's brush ent's height to fix a case where stickies could jam the cart in place
Adjusted the doorways leading to the base areas
Adjusted spawnrooms
Adjusted lighting at the base areas
Adjusted geometry at mid
Adjusted the logic on mid due to mid having a control point now
Replaced textures on glass windows to make said windows easier to see
Replaced some materials to have the HUD fit the gametype more
Fixed trains not destroying buildings
Fixed a case where players got stuck inside the cart
As a last note because it was a surprisingly long topic on the demo: that pyroland graffiti is called models/props_teaser/update_eotl_graffiti001.mdl