CP Drenched a4a

A watery 5CP Domination.

  1. Picked Random

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    Drenched - A watery 5CP Domination.

    WIP 5CP Domination map involving water.

    Teams gain points by holding onto more control points than the other team. It is also possible to gain points by killing the enemy team, albeit at a slower rate.
     
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    despite making sure i didn't forget something, i forgot something

    This should make it so that you can't grab bottles by touching them in the splitsecond before they despawn.

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    After moderately annoying some people with dings, there can now be a new update to the map.
    • Scoring points no longer triggers dings from the HUD. Rejoice, the loud timer is gone!
    • Scoring points no longer requires holding a majority of the control points. Now each control point will generate one point per second for the team holding it after the first capture.
      • Score goal increased from 360 to 1000 to compensate.
    • Windows overlooking mid have increased in size for ease of jumping out.
    • Control Points on HUD are now marked with their respective letter.
    • Upper CP areas have a new walkway leading to a window overlooking the lower CP areas.
    • Added soundscapes to fill in the silence left by muting the HUD.
    • Basic detail added to the roofs around mid.
    • Added a second wall outside of the far spawn door for rocket jumping.
    • Fence collision behind the ammo and health beside mid has been enabled.
    • Most indoor areas now use the 60% reflectivity texture.
    • Blocks surrounding mid now have a slanted side.
    • Ammo spawns now consistently use red patches across the map.

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    • Revamped the entire layout to make it visually more interesting and less flat.
    • Respawn times no longer reach 40 seconds. Hopefully nothing took its place.
    • Added two additional sets of health and ammo pickups.
    • Reduced the time required to cap the points.

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    • Reverted back to requiring a majority hold on control points to score.
    • Teams holding all control points no longer score from enemy kills.
    • Tweaked the road between the spawn courtyard and mid to prevent crossmap sightlines.
    • Changed the indoor spawn exit to be a room instead of a narrow corridor.
    • Moved the ammo and health on the containers to be in the air between the two. For fairness, probably.
    • Ground now drops off at the start of crocodile waters.
    • Some small clipping additions

    • Removed the solidity from the idle crocodiles. They were heroes and this was not the fate they deserved.

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  6. Picked Random

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    very minor update only 3 months in the making

    • Fixed bug that would incorrectly tally a team's owned control points should one team cap the opposing team's default owned points before the midpoint.
    • Removed the ability to score from enemy deaths.
    • Moved crocodile infested waters 32 Hammer units away from the shore.
    • Modified collision on the respawn room door frames.

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