• Removed the crusher. When the point is captured the previously allowed class will be gently evicted from the point.
  • Widened the play area around the point.
  • Removed the func_detail remains of the pusher, pulling back the wall away from the point
  • The computer room is now smaller, matching the wall below.
  • Removed one of the trigger_add_tf_player_condition zones, and changed the condition of the remaining zone to 79 (TF_COND_OBSCURED_SMOKE - The player has a 75% chance to dodge every time damage is taken; MISS! effect then occurs.) This is so spies are not revealed on the point if cloaked or disguised, while still giving a defensive buff.
  • Removed the 'Work in Progress', tf2map.net, and testing decals.
  • Removed the air horns that played when either team capped, as these made it harder to heat the voice over lines
  • Remade the voiceover lines as higher quality .wav files (were previously 40kbps .mp3, now 352kbps .wav)
  • Delayed the intro voiceover line so that it plays just before the point is unlocked.
  • All voiceover lines are now played though a soundscript over channel CHAN_VOICE2, which should make them easier to hear.
  • Added clipping to the props in the underground
  • Added medium ammo pack at the bottom of the stairs to the underground.

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Version B3 change log:
  • *TRIAL CHANGE* The map will now tell players which class can capture the point. This is an experimental change and may be removed.
    • The class that is allowed to capture will have a team coloured frame around their class picture.
    • A game_text will appear on screen telling players which class can capture
    • A voice line will also play, narrating the same line as the game_text.
  • Removed the clipping brushes from above the large metal door frames. These were leftover from when the map was in alpha.
  • Extended the 2 crane platforms to the walls on both sides.
  • Lowered the strength of the trigger_push zones 400 (was 1000). This should stop players from getting on the point, but not catapult them away.
  • Re-textured the computer room with neatral colours and props, making use of neutral props from FernFerret's "Gray Gravel Co. Spytech Props 1.0" and Rexy's "Switchboard 2015-08-30"
  • Lowered the game_text that appears when the wrong class tries to capture the point so it does not appear in the middle of the screen.
  • Updated the hint text decals to reflect the changed mechanism.
  • Added warning signs and lights by the shutting doors.
  • Halved the lenght of the protective walls between each teams front spawn door and their door to mid. This should allow team to see the if the door is open by looking though the fence section.
  • Set the crusher to start open. The crusher will also stay down for 3 seconds after each cap to allow its sounds to be fully heard/played.
  • Added mini-crit zone for the attacking team. Now the attacking team receives an offensive and defensive buff at the same time, akin to being under both the 'Buff Banner' and 'Battalion's Backup' at the same time.
  • Minor texture and cubemap updates.
B3 - intel room.jpg
B3 - lighting and view.jpg
B3 - platform change.jpg
B3 - Updated info board.jpg
  • Halved the time to cap (was 8, now 4)
  • Removed the pusher entirely:
    • As well as pushing players off the capture area it was meant to destroy buildings in its path, which it failed to do.
    • The pusher has been replaced with trigger_push brushes to deny entry to disallowed classes.
    • Removed the point_push's that assisted pulling players and items off the point (or the 'gravity well' as @Yrr kept calling them)
    • Disallowed classes are shown a game_text message telling them their class "cannot capture the point right now"
  • The pusher brushes have been converted to a func_detail, with 'Out of Order' decals applied on and around it. Players can therefore still get behind it to use it as a flank route.
  • Removed the trigger for the falling screams. It got too annoying too fast.
  • Restored the capture time to the default 3 minutes.
  • Added game_text_tf to display on round start to instruct players the only one class can cap.
  • Replaced the glass wall/window in each teams spawns with class info boards.
    • These are copies of the class info board found in the spectator cam, which allows players to see which classes have already been able to cap, in a place where they can instantly respawn.
    • The same message displayed in the game_text_tf on round start is also displayed as a decal above the class icons. The same decals are also beside the capture area.
    • Swapped the class icons by Diojoestar with the uber class icons by Valve, as it looked odd to have red-teams portraits in blue spawn.
  • Replaced the 2 medium ammo + health packs at the top of the crane controls with small variants.
  • Moved the two sniper cover props away from the cap area.
  • Added some props along the top sides of pit to block the sightline along them.
  • Fixed the motd/title card still referring to 'KotH_Classy' (the working title before working_class was picked.)
  • Added doors central path between spawn and mid. When a team caps the point, their door will close and the other teams will open. This is to make it a little harder for the defending team to defend
  • Added team-filtered trigger_add_tf_condition brushes, set to TF_COND_DEFENSEBUFF (26) over the capture area. These are only active for the attacking team, giving them a small defensive buff while capping.
B2 - Cover props.jpg
B2 - Decals on point.jpg
B2 - Door shut.jpg
B2 - info board.jpg
B2 - Moved cover.jpg
B2 - Smaller ammo.jpg