Tiny Rock a5a

The gamemode nobody asked for... Arena PLR!

  1. arena_tinyrock_a5a

    Muddy
    * Packed aforementioned sign in spawn
  2. arena_tinyrock_a5

    Muddy
    * Added a sign in spawn explaining the gamemode
    * Clipped off the upstairs bit in the building to the side, and also clipped off the elevator
    * Added a side-area in the narrow mines to make it more interesting and less bad
    * Removed some health pickups
    * Added ammo packs
  3. arena_tinyrock_a4

    Muddy
    * The cart track now cuts past the side buildings rather than going around them, in order to make the tracks shorter and less distant from eachother

    * Slightly increased cart move speed (again)

    * Added some cover in that bigass health room

    * Shrunk various parts of the map

    * Added a medium health kid to the lower mid bridge to incentivise its use

    * Enlarged the cave corridor to be less spammy
  4. arena_tinyrock_a3

    Muddy
    * Changed name to the slightly less generic Tiny Rock

    * Changed map prefix to arena_ to better communicate the gamemode

    * Expanded a corner of the map to be an actual deathmatch area, rather than what is essentially just a corridor

    * Adjusted cart paths to accommodate for this change; as a result it's now slightly longer

    * Lit up some dark areas

    * Removed those buildings crossing the gap at mid because I didn't like them

    * Probably some other changes, it's been a while tbh
  5. aplr_rocky_a2

    Muddy
    aplr_rocky_a2:
    * Changed the cart track; it now takes a right turn into the mine rather than left onto the bridge at mid. Since the carts would cross paths, 90% of players would die in the first 10 seconds. Between this and the track being too long, winning the round via cart capture was nearly impossible. This new track is much shorter and the carts now only cross paths near the end, rather than at the start.

    * Added a force respawn during setup to ensure all players are alive on round...