SD Callous2 (KZ)

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Uncuepa

aa
Oct 25, 2014
799
1,169
I think that's a decent idea. I'm going to build a new layout for KZ and try again (or re-build my finale?), where maybe a fan sucks the players up into it slowly or similar.

What if it was koth but instead of a time until your team wins, it was a number of suicides, but every time you lose control of the hill your suicides would be reset, meaning that if you all didnt get in the pit fast enough, or if you didnt have someone protecting the point, you wouldn't win.

It could also have a negative effect where x suicides reduces the cap timer by x seconds, meaning that the closer you come to winning, the more vulnerable you become to loss.
 

Berry

resident homo
aa
Dec 27, 2012
1,057
1,898
What if it was koth but instead of a time until your team wins, it was a number of suicides, but every time you lose control of the hill your suicides would be reset, meaning that if you all didnt get in the pit fast enough, or if you didnt have someone protecting the point, you wouldn't win.

It could also have a negative effect where x suicides reduces the cap timer by x seconds, meaning that the closer you come to winning, the more vulnerable you become to loss.

The KotH idea could work, but not for this map in particular.

As for the other idea, that would not work as you generally should not discourage people from the objective. It is true that killing yourself very much is counter initiative, which is why I have instant respawn for BLU (and spawn protection).
 

Berry

resident homo
aa
Dec 27, 2012
1,057
1,898
A7 - Apr 9th 2015
- Fixed people "getting seizures" after a round is won
- Fixed HUD not updating after a round is won
- Added a new train bridge route around the back of the final building
- CP now enables 3 flags, which are now needed to capture (still 15 times to cap)
- Fixed nobuild over the tower door not blocking buildings
- Lowered the entire final building a decent portion to lower sightlines
- Added another advantageous point for RED on the control point to encourage pushing

Pictures of the new route (pardon the HUD, I haven't set it up for the KZ part to hide):
4fb665f8cc.jpg

67849dc5d2.jpg
 

Berry

resident homo
aa
Dec 27, 2012
1,057
1,898
A8 - Apr 11th 2015
- Removed grappling hooks
- Revised chute area a large portion
- Players are now blown up the chute by a fan (switched on by the CP) into the lasers
- Removed most access to the top of the chute building (jumping classes can still access it)
- Modified some pickups around the train lines
- 15 seconds are again now added on capture
- Added a new RED spawn behind the train lines, with multiple routes in
- Covered a sight line with a vent from one side of the chute building, also usable as a defensive position
- Added a new BLU spawn in the same position as the teleports
- Flag return timers reduced from "when hell freezes over" to "28"

New area (outside):
878525939d.jpg


Repurposed indoors of the chute building:
106dc32e31.jpg
 

Berry

resident homo
aa
Dec 27, 2012
1,057
1,898
Don't have access to steam chat atm so asking here. If I were to enable a trigger on capture that gives all BLUs CTF crits for 0.1 seconds, would it override the CTF crits and disable those near instantly (as a workaround for not using point_servercommand to disable crits on cap)?
 

Berry

resident homo
aa
Dec 27, 2012
1,057
1,898
A8b - April 11th 2015
- No longer uses point_servercommand to function
- Fixed some poor clipping on the new chute
- Capping no longer grants critical hits to your team