Alpha 4 bump and Changelog!
-There's a tonemap now so you won't go blind
-Basement death-pit fixed (aka, added)
-Added/improved instructional HUD messages
-Fixed and shortened respawn wave times (they should never have gotten up to 30+ seconds, sorry about that)
-Added a second traintrack and more prop geometry to break certain sightlines
-Exterior texture pass
-Lots of missing playerclip that was bothering me
-Moved the func_respawnroom_visualizer to all the way back up against the actual spawn door and removed the func_nobuild so that engineers can build tele entrances where they naturally feel they ought to. I just didn't any buildable areas that spies couldn't reach/ride teles from, but it appears that the maps monstrous scale (whoops) will be preventing that anyway
Thank you, everyone who participated in the playtest! I was working on alpha 4 while waiting for the gameday demo to hit, so I'll be addressing more of the issues raised by you guys in alpha 5 - first and foremost of which will be the map layout (I try to avoid making my maps too small, but it looks like I just plain don't have any sense of scale!) which I am shrinking drastically. I am only really posting alpha 4 as is (and not working on scale already) to have a fallback because of how much revision will be necessary.
Additionally, I will be examining some aspects of the gametype itself and its underlying entity structure. Currently, you are essentially just playing capture the flag, with the stipulations that there is only one flag and your capture zones are in your opponents bases and only turn on briefly. The entity structure is ctf based as I wanted to still have the ctf HUD and ctf announcements, but it has become clear that the ctf HUD is relatively worthless (multiple players repeatedly asked where the flag was, despite both on screen indicators always pointing to the flag-bearer) and that having to hold the flag to make a capture was not only confusing and unintuitive, but also unsatisfying (there were several moments in the demo where even I, just watching, was disappointed by an explosion not counting towards a capture because the flag-bearer was killed at the last second).
As such, I am going to be overhauling the capture system into using point_proximity sensors and a ghost control point HUD and skeleton. Expect alpha 5 to be a ways off.
