Big problem. The dead ringer can get you past the pipe on the floor. Once this was figured out, we had half the server hanging out under the map and not doing anything productive.
Fixed. Introducing, Super Pipeball a4!
Somewhat new and somewhat exciting: super_pipeball_a4!
CHANGES FROM A3:
- Goalposts have been changed to just one in the middle of the back of goal pipe. This should aide in "wraparound" goals.
- Exploit involving the Dead Ringer has now been fixed. Sorry Mr. Spy, you must be useful to your team now.
- Various playerclip issues have been addressed, including Scouts pipehopping onto the board bouncers.
- Due to the increased "deathmatch" feeling, respawn time has been bumped up to above default. What, you want to win? Then stop dying. Besides, you all respawn once a goal is scored.
- Speaking of respawn times, once the Black Ball comes out to play, respawn time is ~30 seconds- a pseudo Sudden Death. All the more reason for you not to fuck up. I mean, when you play a game, you kind of expect it to end sometime, you know?
- Engineers have recieved a huge nerf. The red/blue lines that previously served no purpose? They do now, bumped up the rink a bit with a nobuild brush covering everything behind it. There's still the cage to protect you, so stop whining.
- Spreaking of the cage, it's now clear, so you can clearly see the other team's goal. People actually wondered what they were supposed to do with the ball. I know, I didn't believe it either. I've even seen people hit the ball into their OWN goal. Gameplay issues I can fix. Dumb teammates however, I can only do so much.
- Speaking of dumb teammates, if either of the Scrim Targets aren't destroyed within 30 seconds of the round start, a freindly, courteous message will pop up. Mmmmm, sarcasm.
- And most importantly, I've finally caved and used a physics clip brush on the respawn doorway. You'll be able to get in and out easier now, though Demos spamming nades from spawn will be hindered. Not that that's an entirely bad thing, mind you.