cp_traincrossing

CP cp_traincrossing a8

Ten_Tacles

L1: Registered
Jun 21, 2016
29
12
cp_traincrossing - Tiny little 3cp

A recycle operation on a failed Game mode test.

While it turned out said game mode wasn't particularly playable, I liked the map, so it's a 3cp map now, I guess.

caf_train-pic3-png.31425
 

Ten_Tacles

L1: Registered
Jun 21, 2016
29
12
-Water exits in the middle now have ramps
-Raised a few ceilings
-Everything is brighter now (for some reason?)
-Respawn times are shorter and get shorter by capping mid
-Capturing mid now resets the timer
-Capture points are now captured slightly faster
-Deathpits are faster now

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Ten_Tacles

L1: Registered
Jun 21, 2016
29
12
-Added very experimental antistalemate features that appear when the timer counts down:
--The mid cp loses ownership
--Everyone has a few seconds of crits
--Everyone is set to 1 health
--Everyone has a few seconds of uber
--Everyone has a few seconds of conch and mini crits
--All cps are locked for 15 seconds
-The effect is choosen when the timer starts, and activates when the timer reaches 0, then the time restarts
-A symbol on the hud shows the next effect
-If the timer is reset, a new effect is rolled

-Added a few small alcoves to many areas, hopefully allowing spies to uncloak in peace
-Added 2 small ammo packs to mid
-Added an area behind last, teams now don't directly spawn next to it (but still close to it)
-Removed the mid train hazards, and added a stationary prop in their place
-Actually compiled it properly, removing the glow effect

20170422103059_1.jpg

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Ten_Tacles

L1: Registered
Jun 21, 2016
29
12
-Removed the train pits, and replaced them with a path to the upper area
-No more 16 HU ledges
-Removed a few props in mid to uncramp the area a bit
-Added an additional attacker-only path to last
-Reworked the underground prop stairs a little, still props but fully cliped, no jumping required

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