cull

CTF cull a9

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Three small kits directly next to each other. What the fuck?
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Three small kits directly next to each other. What the fuck?

Its a fun way of giving a bit over a medium healthkit. A bit less than a med healthkit and a small but more than just a med.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Oooh shit this looks a lot better than what we played today! woop woop
 

zahndah

professional letter
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Jul 4, 2015
721
642
Added ammo patches, moved cap zones a tad further away, blocked a nasty sightline and *hopefully* made it harder to spawn camp.
slightly edited spawn screenies:
ctf_cull_a30000.jpg
ctf_cull_a30001.jpg
ctf_cull_a30002.jpg
ctf_cull_a30003.jpg


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zahndah

professional letter
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Jul 4, 2015
721
642
MOSTLY bugfixing. Removed 1 red spawn in blu base. stopped doors from gettin up in yo face. lowered intel return time by 50%. updated mission brief to better fit. moved cap zone 32hu closer to attackers. Clipped fances. clipped doors. clipped little nooks. added more spec cams. removed flag cam. updated screenies in OP.

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Lain

lobotomy success story
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Jan 8, 2015
724
757
Is there a way to make it so when a team drops the intel, it's instantly Neutral? I think that would make the gamemode a lot more dynamic and fun.
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Is there a way to make it so when a team drops the intel, it's instantly Neutral? I think that would make the gamemode a lot more dynamic and fun.
I think you have to manually set an output to make the flag turn neutral as soon as it's dropped.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I think you have to manually set an output to make the flag turn neutral as soon as it's dropped.
Yeah that sounds like something Valve would do. I have no idea why you wouldn't want it to be like this by default. it only slows down the game and makes it so the team that is losing has to:
1. make sure the flag is dropped
2. make sure it's not picked up again by a sneaky player
3. push back to the flag's spawn location, promoting sentry spam at the spawn point.
terrible design.
 

zahndah

professional letter
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Jul 4, 2015
721
642
Is there a way to make it so when a team drops the intel, it's instantly Neutral? I think that would make the gamemode a lot more dynamic and fun.

It is that by default however when making the prefab for this i decided to have the flag be set to a team as otherwise i thought it would be very stalematey. You could be about to cap then die, and all of a sudden they have the intel and can push back out. However, I will try it to see how it works out and everything.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
nobuilded on buildings where it was op to build. unclipped short building at last, added nobuild on it. added a small wall at cap zone. lowered health pickups at last. moved a spawn exit slightly so it couldnt go through a wall.
done some bugfixing with intel, (i cant to my knowledge stop giving mfd to people standing inside the intel holder, but it no longer gives defending team standing on it mfd). New screenies in OP.

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zahndah

professional letter
aa
Jul 4, 2015
721
642
added a message on pickup of intel that says 'deliver this to enemy base'
fixed clip exploits
removed unnecessary walls
moved walls at cap
moved wall pickups at cap
added regen on flag holder
maybe added a bug i should fix.
havent updated screenies, imp on at time of update

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