Triple Trouble

Multi Stage Triple Trouble a15

  • Fixed a roof above BLU spawn being walkable
  • Added a flank route for BLU on Stage 1 that opens when the first point is captured
  • Made the Big Green Mystery Machine less glowy to hopefully stop it from messing with team recognition
  • (Hopefully) fixed cart sounds being inconsistent
  • truck
  • Added hazard tape to rollback/forward zones
  • Fixed an area outside BLU spawn where players could get stuck
  • Added an extension to BLU spawn to make it harder for RED to snipe people as soon as they exit spawn
  • Added rollback/rollforward zones (can't believe I forgot these until now)
  • Fixed being able to shoot over a building by Stage 1-1
  • Added some more health and ammo packs
  • Tweaked respawn times
  • Added/fixed some signage
  • A bunch of other minor tweaks I think, I didn't keep track
  • You can't spray over the credits anymore. Suck it, ya dang hooligans.
  • Packed briefing photos and changelog after forgetting to do so in a13b
  • Added credits to RED spawns in stages 1 and 3
  • Misc clipping improvements
* Fixed gamebreaking bug of RED team spawning in the wrong stages

No packed briefing photos this time sorry
  • Fixed being able to enter Stage 1 when Stage 3 was active
  • Fixed Stage indicator in BLU spawn showing incorrect active stage
  • Rephrased "Current Round" to "Current Stage"
  • Fuck it. Swapped orders of Stage 1 and 2
  • Added stage numbers to RED spawns
  • Added some cover for attackers at Stage 2 (formerly Stage 1)
  • Tweaked health and ammo pickups in favour of attackers
  • Put an extra roof decoration on the center building
  • Modified a building at Stage 1 (formerly Stage 2) to break up a sightline
  • Added visuals to more clearly show accessible/inaccessible areas
  • [For testing only] All stage doors should now open in Feedback Round
  • Removed A B C signs because I only just realised they make no fuckin sense. Rounds are now marked with numbers
  • Reworded "Current Target Point" to "Current Round"
  • Brought 1-1 capture point forward a bit
  • Shoved BLU spawn down a bit
  • Added another route around 2-2
  • Added a bit of cover by BLU spawn exits
  • Added some more cover around the map
  • Added some perch points for attackers to 1-2 and 2-2
  • Fixed being able to get into Round 1 zone when it's not the active round
  • Removed some player clips around the map for more freedom of movement
  • Misc clipping improvements
  • Increased all spawntimes across the board by 1 second
  • Increased RED's C-2 and C-3 spawntime by 1 second
  • Decreased RED's B-2 spawntime by 1 second
  • Fixed RED's A spawndoors sharing a name, causing buggy behaviour
  • Fixed perch point above A-2
  • Narrowed A-1 a bit
  • Modified A-2 to close off an open route, giving RED team fewer angles to defend from
  • Partially rebuilt A-2 capture zone building, including RED spawns
  • Added some geometry around C-2
  • Closed off an open area at C-3 to give BLU an easier way in
  • Added a bunch of health kits for attackers, particularly in Stage A
  • Tweaked respawn times a bit in favour of BLU
  • Misc clipping improvements
  • Trees
  • Rebuilt A-1
  • Rebuilt C-2 and added an extra capture point (C-3) before the final point
  • Rebuilt RED's spawnroom at C
  • Adjusted health and ammo pickups in favour of RED at B and C