ctf_pont_mc14

CTF ctf_pont_mc14 a4

pont

huh? wuh?
aa
Mar 15, 2018
345
522

pont

huh? wuh?
aa
Mar 15, 2018
345
522
a3 changelog:

- removed a ramp in underground route, making it a oneway dropdown.
this was too effective an escape route for flag couriers. ideally, this route should only be a quick way in and maybe a viable forward hold location, at the expense of low ground and no retreat. a scout can still make the double jump - we'll see how this goes.
- lowered mid balconies a bit
- height adjustments to the walkway over yard/intel
i have a few ideas for how to change the yard areas, but i'd like to see how they play under heavier traffic first.
- added a small health kit and a bit more breathing room to the inset in the train tunnel wall
- lowered respawnwavetimes
- fixed some sprites on the blu intel train signal not turning off after a train passes
- fixed closing train gates not crushing players

Read the rest of this update entry...
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
a4 changelog:

- added a set of hoppers over mid
this blocks sightlines between the battlements. players should be more encouraged to fight at closer ranges.
- adjusted sewers
sewers now bring you closer to the front of the base instead of next to the intel room. defenders should now be able to use the connecting area as a choke.
the sewers no longer contain a dropdown. the most likely capping classes could ignore it, anyway, so it was mostly useless.
- added a thing to yards
i had this visgrouped out. might as well see how it goes, i guess.
- added signage
- fixed trains getting stuck on dropped weapons and ammo packs
- fixed catching a lip at the end of the train tunnel letting you survive
- clipped off train entrance tunnel

Read the rest of this update entry...