Bis

PD Bis A15

uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Fixed engineers not being able to build in the region outside of where they spawn
-Fixed players dropping their powerups when going into the region where they spawn
-Fixed players not being able to pickup the flag when it is dropped within their spawn.
-When being picked up by a player in their spawn region, the flag now immediately resets back to its starting position

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
I've waited for the preliminary voting to end before doing this, hopefully this doesn't cause much conflicts..

Hi, I've been paying a lot of attention to feedback and as such I've updated the map accordingly, there were a multitude of things that I had worries about (map scale, powerups allowing for one team to steamroll the other) that turned out to be big problems with the overall design. So drastic changes were made because of that, you can read them down below.

-Picking up the flag gives the carrier a 30 second long speedboost in addition to their other status effects/ailments (which have been reduced to 30 seconds from an indefinite length of time).
-Removed Mannpowerups
-Removed a lot of obstacles / propstacles, focusing on creating a fair open courtyard for both teams instead of a claustrophobic nightmare.
-Opened up / modified the interiors for much of the same reasons.
-Both spawns have an exit that leads out to a sewer like area to help mitigate spawncamping
-Added a harvest like roof in mid
-Removed 2 platforms that contained powerups as their purpose was made obsolete.
-Made respawn timers half their length
-It takes 2 seconds to score a point for your team now instead of 3, the instruction text has been updated to represent this change
-Modified the layout to account for the removal of propstacles
-Extended the area that multiple platforms on the cliffside take up
-The amount of points needed to win has been increased to 90 from 30.
-Added visualizers for where the flag can't go
-Other layout changes to help create a better flow & combat environment

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uwil

L6: Sharp Member
Nov 12, 2012
260
28
-Pushed out the noflagzone, to force players to fight in team neutral zones more (may need to be more restrictive but I want to see how things fair out with this new change
-Marked for death penalty now lasts for as long as the player is holding the flag
-removed some asymmetric elements

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