Lazarus_Event

KotH Lazarus_Event A11

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Lazarus_Event - Yar har fiddle dee-dee...

Pirates. Devil's Triangle. Sharks. Cap the point to roll the dice on unique events.

Third time's the charm?

Artpass coming soon, alpha tests are for ironing out the kinks in the events. Layout will be minimally changed.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A4
General
- Removed the Whammy event
- Increased effect time of Black Spot, Flying Dutchman, High Tide, and Down Under from 15 seconds to 20
- Removed extension of the dock over the shark pit, see Down Under notes
- Added halls between the high-mid paths under the central skull
-- Pushed small health and ammo to the new lower hall
- Storm Event now spins every 90 seconds after the previous event and is not tied to capturing the point
- Added visual and audio indicators of incoming events at mid
- Changed storm's game_text_tf to the objectively worse-looking-but-more-functional game_text
- Added impulse triggers for when the storm strikes ala Carnival of Carnage's hammer hit
- Added pumpkin bombs
- Added additional shark pits
- Reduced capture time from 8 seconds to 6

Down Under
- Central dock now extends when the Mid whirlpool is active, and breaks away when the event ends
-- This area now also has func_nobuild
- Additional shark pits also serve as additional whirlpool entrances
- New layout for The Abyss, whirlpools lead to their own respective paths
- Fixed exit teleporter triggers disabling too soon
- Brightened lighting in The Abyss

Cannonball Run
- Cannonballs now fire in three grouped sequences rather than individually
- Increased range and damage of the cannonballs
- Adjusted audio cues

Drunken Sailor
- Fixed screen overlay not being packed

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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A5

General
- Events reverted to on-capture
- Capture time reduced to 3.5 seconds
- Blocked off side whirlpool pits until they are opened by the Down Under event
- Fixed grating not rendering in the high mid connector
- Fixed a displacement that players could get stuck in
- Added more pumpkin bomb spawns
- Removed Black Spot event
- Rain is now constant

Flying Dutchman
- Added mini-crits to the duration of the effect, along with appropriate visual effects
- Changed jumping aspects to be 3x jump height

High Tide
- Effect changed from the Jarate Swimming Curse to Swimming Curse (No Effects)
-- Forced thirdperson removed
-- Fire weapons now work during the event
-- Screen FX now matches actual water

Down Under
- Extended duration of escape reward to 15 seconds
- Green flame footprints previously used in the Flying Dutchmann event is now an escape reward and indicator instead

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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A7

General
- Replaced capture point with a central treasure chest that doubles as minor cover
- Broke open the high route mid connector, there is no longer a direct route
- Fixed a bug where the mid indicators wouldn't turn off after a defunct event was fired
- Reduced health/ammo to small in the high route caves
- Reduced frequency of pumpkin bombs
- Reduced capture time from 4.5 seconds to 4

Down Under
- Fixed players teleporting into enemies and getting stuck

Flying Dutchmann
- Removed fall damage through the duration of the event
- Reduced jump height to x2.5 instead of x3

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Aulli

L4: Comfortable Member
Jul 28, 2012
188
203
I feel like high tide & flying dutchmann both achieve the same kind of thing, giving vertical movement, but high tide also just makes a lot of things not function like teleporters and snipers. I think you should consider replacing it with something else.
Also, drunken sailor is fun but it's also a bit.. underwhelming? I understand why it's short, but I feel like it could use some secondary effect that lasts a bit longer.
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A8

General
- Removed High Tide event, and replaced it with Skeleton Crew
-- Skeleton Crew will spawn in 8 individual skeletons that will not spawn babies when killed
- Added additional text when each event is triggered that briefly explains what's happening to new players

Drunken Sailor
- Changed visual effects to FOV effects only
-- Screenoverlays removed
- Players now Jeer instead of Laugh when the event is active

Flying Dutchmann
- Renamed to Jolly Roger
- Removed bugged super jump
- Players now Laugh when the event is active

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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A9

General
- Revamped Spawn rooms
-- An additional lower exit is now available
-- Re-added some forgotten cover brushes from Lazarus
- Fixed a displacement that could snag players
- Fog/Skybox changes
- Treasure Chest now opens when an event is active
-- Chest has also been covered in func_nobuild to prevent buildings from holding the chest open
- Added soundscapes

Down Under
- Fixed exit lift not automatically lifting players

Skeleton Crew
- Swapped in custom sounds for the skeletons

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MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Backfeed time
20210618182132_1.jpg

-Dunno if you want people doing this but I can jump to that pole in the water
20210618182157_1.jpg

-Really like this new route and area
20210618181301_1.jpg

-The big holes in the portcullis makes it look like they can be shot through even though they cant. Degroot keep doesn't have that problem due to not having guns. You may want to fill em in with a grate or wire or something.
20210618181518_1.jpg

-collision with this rock is pretty awkward. put some simplified clipping around it
20210618182042_1.jpg

-what is going on with some of these displacements?
20210618181829_1.jpg

-Now that's metal
20210618182009_1.jpg

-big seam at red spawn bottom exit

That's all for now :D
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A10

General
- Removed crate from behind the Chest
- Fixed a displacement seam
- Added visual effects to the Chest when it opens

Down Under
- Raised underworld entrance points so players float downward longer and get a better sense of the changed gravity
- Increased speed of exit plume
- Added a momentum buffer to the entrance points so players can't be flung off any platforms upon arrival
- Added more "safety nets" in the underworld to make platforming easier and grant players a second chance if they fall off the final platform

Cannonball Run
- Slightly spread out the initial cannon targets on the capture point
- Reduced explosion damage to 120. It won't kill you. But you'll wish it did.

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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
A11
General
- The Down Under event is now more likely to happen than other events (2 in 6 vs 1 in 6)
- Minor soundscape adjustments

Down Under
- Each of the 3 possible, random paths in the Abyss are now unique with their own platforming mechanics - Minesweep, Bubbles, and Volanoes
- 8 points of drowning damage are now done every 2 seconds
- Sea Mines adjusted to stand out more as gameplay elements and hazards
- Moved initial teleport exits so players arrive higher up and drift down into the arena

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ShadowMan44

L1: Registered
Jul 16, 2021
30
15
The name should be something like "Hazerus", a play on "haze" and "hazardous". "Lazarus Event" is just too simple.