Cishet

CP Cishet a3

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
This update was made before the imp today. As of writing, the server just switch off of my map, and certain... revelations were made clear to me. I'll start on a hotflix right away.

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- Added a new set of stairs up to the upper level
- Refined the shape of the "stack" in front of the bastion.
- Fixed the BLU goal string claiming that there were two additional points
- Fixed the left RED respawn visualizer rending behind other entities.
- Increased capture time to 20 seconds (from 15)
- Changed lighting to be closer to cp_egypt's lighting
- Changed the skybox from sky_tf2_04 to sky_dustbowl_01
- Removed an unnessesary Frontline! prop
- Set standard respawn times for both teams
- Added spectator cameras

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
- Removed stickybombs from the weapon whitelist for being overpowered
- Removed the Shotstop from the whitelist. This was a bug, and was intended to be blacklisted in the first place
- Added an ammopack to an empty spot in front of the bastion
- Added some cover in front of RED spawn
- Raised BLU spawn's walls by 64hu to help combat spawncamping
- Clipped the resupply cabinets in attempt to fix a rare bug where using them would kill you (Damn you, Source engine!)
- Added a single cubemap

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
- Added an actual skybox. In prior versions, a "diaper skybox" cube around the map was used instead.
- Remade BLU spawn
--- Moved Tom Cruise to a less obvious spot
--- Made the lightbulb wire in BLU spawn less thick

- Remade RED spawn
--- Reworked the shack in the former "upper level" detail area, which is now connected to RED spawn.
--- Removed clipping from the inaccessable bastion ledge next to spawn and added a staircase to it

- Other minor layout and detail revisions around the point

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Yaki

aa
Sep 3, 2018
417
255
Just thought I should let you know, I fixed a bug on the medieval logic. I'm really sorry your mapped bugged because of my error--All that I added was an input to FireUser1 to players that respawn!!

That should fix players going into ref pose.

EDIT: To anyone that updates their map and doesn't want to reinstall my logic, all you need to do is set an input on all "playerspawn_teleport" brush entities, and add "OnStartTouch !activator FireUser1 0.01 -1" to the I/O system on all.
 
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