It's back! I still want to rebuild the spawns, but I thought I'd test it again first before committing to that. This version is a bunch of little fixes and changes I've made over the past few years but never got around to compiling, so some changes might be missing from this log!
Added little side platforms to A
Stickies now fall correctly when points close, instead of floating
I had to rip apart and rebuild the anti-stuck features to get this working, so let me know if I borked it and players are getting stuck again
Added func_nobuild to the two bits of deep water that could hide sentries completely
Jump pad changes:
Updated visuals to match Gigantic
Decreased hitbox size to match visuals
Removed a few custom assets that had stock equivalents
A stopwatch will be shown next to the countdown at the start of the round, before the randomly-chosen first point opens. Afterwards the HUD will function as follows:
An up arrow appears on the HUD when A is opening next
A down arrow appears on the HUD when B is opening next
Letters are still show when the points are open
Added launch pads to the pit below A
These launch players up onto the point when it's open
When the point is closed, players get dunked though the open hole where the point usually is
Removed doors around point A
Added splash effects when players get dunked at point A
Increased water depth underneath both points
These areas are now deep enough to put out fire
These areas are also now deep enough to hide sentries
Stickies, Mad Milk, Jarate, and other projectile-based items now correctly collide with/stick to both control points
As a trade off, engineer buildings can no longer be built on either point
Sticky bombs will remain in mid-air after the doors re-open. If anyone knows how to make them fall or destroy them, let me know
Improved clipping
Probably other minor things I forgot
I'll redo the spawns next if they are still having issues
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