|fixed being able to prevent the cart from moving forwards with sticky bombs and other stuff
|changed some geometry around Stage A-1 to give spies more places to perch and uncloak
|changed some cover around Stage B-2
|updated some art assets
|made the cart music louder, let me know if it is too annoying
|visual updates
This is the first version of Stage 3, the download has been reverted back to a single stage for the time being, download test4b for the latest multistage version
This stage is held together by Twizzlers and chewing gum.
Mayor Ballionicorn is currently too busy with diplomacy and foreign affairs to attend this version
spits out coffee
-removed water route flank at last, replaced it with solid ground and a dropdown that connects to the angled building
-removed flank on cp2
-removed one-way doors at cp3
|rearranged the battlements at...
+added new building at cp2 and more cover around the area for defenders
|altered the orientation of the entrance into the flank for BLU at cp3
|altered the orientation of the ramp leading up to BLU's dropdown
|other minor cover adjustments
|various pickup size and placement adjustments
|various detailing stuff
Major changes are being worked on but rather than introduce a lot...
|reworked RED spawn, their shortcut route spits them out closer to B now, plus their other exits should now put them in better positions
|altered cover at last
|altered staircase up leading to RED's upper balcony at last
|detailing stuff
+added dropdown for A for RED, closes after A is capped
+added another ramp from the low ground at last to the midground
+added new balcony at last
|detailing improvements and adjustments to use new assets
|pickup placement and size adjustments
|reworked tube route
|extended cart track at A
|extended all of B
|fixed missing sound effects for winning and losing
|adjusted ramp building by B
|adjusted RED spawnpoints
|adjusted spec cams
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+added some props for RED to access BLU's highground at cp1
+added more cover for BLU for their highground route at cp3
|expanded last a tad, there should be a bit more breathing room now
|increased the size of the bridge at cp3
|lowered the railings on the overhead bridge at last so you no longer have to jump over it, as well as allowing projectiles and bullets to pass through it
|adjusted the angle that RED players face when...
|fixed one of RED's resupply locker trigger being misaligned with where it actually was
|fixed a hole in the RED's respawn trigger
|adjusted which side of the middle building the lower door is on to favor RED more
|detailing adjustments to use new assets
|expanded the lower area of last a tad
|changed high ground at cp2 and cover
|made RED's shortcut route two way instead of one way
|pickup adjustments
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|combined all stages, the map download is now a proper three stage payload map!
|other changes
Stage 3 is still in active development, we reached max brush sides during the merge, so we got a lot of modeling work to do!
+added new route from Stage C cp3 to cp2 which should allow RED easier access to some high ground
|moved cp1 on Stage C further down the track inside the building
|health and ammo adjustments on Stage C
|altered some cover on Stage C cp1
|made the bridge on Stage C cp2 less...
|reworked the connector from cp2->cp3 on stage 3
|reworked some cover on stage 3 last
|made the hut on stage 1 cp2 harder to get on once more
|lowered some pickups on stage 1 cp2 that were hard to get
|detailing adjustments to use new assets
|lowered the pitch of the Administrator's lines
-removed ramp leading up to some highground for stage 3 cp2
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+added new chat command for those who do not believe in magic "/togglefx" which toggles all Pyrovision related effects like laughter and particles. Thanks @Mr.Burguers!
+Mayor Balloonicorn has returned for Stage C!
|health and ammo adjustments in Stage C
|cover adjustments on Stage C
|cover adjustments on Stage B...
+added new particle effects done by @Yrr
+added new highground on Stage C cp2
|health and ammo adjustments
|fixed water on Stage C not preventing fall damage
|detailing improvements to use new assets
|implemented several measures to reduce entity count throughout the map
|implemented a failsafe on Stage B to fix rare cases of the cart getting stuck and not progressing to the next stage
|updated soundscapes...
|fixed an exploit that allowed engineer to build inside RED's spawn on Stage A
|attempted to fix a rare bug that occurs on Stage C where the cart begins to move on its own during setup time
|attempted to fix a bug where you could get stuck in the world while the cart was moving into the cave on Stage B
|updated some assets
|minor detailing adjustments
|altered the geo around Stage C Last, goal is to help RED engineer more, and giving them more effective sentry...