Timbertown Test 1
A quick-and-dirty gamemode swap
There's been some comparisons between Pass Time and Pipeball. A thought came to me last night-- why not test those comparisons by converting one to the other? Brickyard and District were too closed-in (which is unfortunate because I would've loved to try converting District) so I went with Timbertown.
DIFFERENCES FROM THE PASSTIME VERSION:
- Switched out the PASS Time logic for Pipeball
- Gutted out the forward spawns for both teams, they're now free-to-access side routes (although still vclipped to block the pipeball)
- Removed the bonus goal jump pads. All other jump pads and speed boosts remain
- Massive deforestation efforts (the few remaining pines have been replaced with @Diva Dan's Tall Pines)
- Fog/far z-clip plane tweaks
- File name is "Pinewood" instead of "Timbertown". Next version will correct this.
LOGIC TWEAKS (Compared to Canyon b1a)
- Pipeballs are slightly smaller, from 88^3 to 80^3
- Reduced phys_pushscale back to 9 from 12
- Increased setup time from 10 to 15 seconds
- Increased time added on capture from 0:45 to 1:30
- Increased initial round time from 5:20 to 6:30
- Increased maximum round time from 8:00 to 9:30
DIFFERENCES FROM THE PASSTIME VERSION:
- Switched out the PASS Time logic for Pipeball
- Gutted out the forward spawns for both teams, they're now free-to-access side routes (although still vclipped to block the pipeball)
- Removed the bonus goal jump pads. All other jump pads and speed boosts remain
- Massive deforestation efforts (the few remaining pines have been replaced with @Diva Dan's Tall Pines)
- Fog/far z-clip plane tweaks
- File name is "Pinewood" instead of "Timbertown". Next version will correct this.
LOGIC TWEAKS (Compared to Canyon b1a)
- Pipeballs are slightly smaller, from 88^3 to 80^3
- Reduced phys_pushscale back to 9 from 12
- Increased setup time from 10 to 15 seconds
- Increased time added on capture from 0:45 to 1:30
- Increased initial round time from 5:20 to 6:30
- Increased maximum round time from 8:00 to 9:30