PLR longboy a22a

very long boy

  1. pumpko

    aa pumpko

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  2. pumpko

    aa pumpko

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  3. pumpko

    aa pumpko

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    • cart is now roughly 2x faster (bit faster with one person, WAY faster with 3 people)
    • cart now always heals you (unless at the very very ends)
    • mid now features doors like lobby, which open and close on opposite sides to block sightlines/act as a buffer
    • lower area of lobby has been reworked to be a lot better to navigate
    • connector is simpler and more sleek to navigate
    • oob rooms are now team colored for contrast
    • lighting reworks
    • overlays are broken :(

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  4. pumpko

    aa pumpko

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  5. pumpko

    aa pumpko

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    • the logic for capturing the boy has been reworked so that in order for defenders to take control of the boy, they must stand on the cart with no contest for a certain amount of time. at this point, the defenders are the attackers, and the attackers are the defenders, and must do the same thing
    • mid has been reworked, with the side routes being much more open, and another highground route that branches from the mid building
    • mid is now split into two control points, in order for less "back and forth" at mid.
    • teams now have another forward spawn, which is activated when the other side's mid point has been captured
    • stairroom has been polished
    • reworked camera system

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  6. pumpko

    aa pumpko

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    (there's also a chance that the logic isn't fully working but I can't test it on my own so it's hopefully gonna be shown if it works or not in a test ( :"
     
  7. savvaisnotagirlolbbq

    savvaisnotagirlolbbq L3: Member

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    longboy is niceboy
     
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  8. pumpko

    aa pumpko

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  9. pumpko

    aa pumpko

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    • fixed certain doors
    • fixed some visualizers
    • fixed control points having announcer lines
    • railings on the boy no longer block bullets
    • outside of connector is now wider, but with a fence

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  10. pumpko

    aa pumpko

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    • defenders now have options for highground
    • options include a route to a highground room, and the silo stairs have been reversed
    • spawns now exit high for the top floor, and the bottom floor has more room (and a window)
    • fixed issues regarding nobuilds

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  11. pumpko

    aa pumpko

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    • heavily detailed last on both sides
    • adjusted lower spawns to spawn closer to the top floor
    • win trigger is now further down the track at last
    • nerfed a route to last by making it lowground
    • removed highground for defenders at last, extended area out of spawn, removed overhang building
    • sunk the boy down so that he's technically shorter

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  12. pumpko

    aa pumpko

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    • opened up mid by removing the clunky highground and replacing it with a direct route
    • opened up the mid building by removing some walls and adding a skylight
    • reverted points and spawns to be standard 5cp with 1 forward spawn

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  13. pumpko

    aa pumpko

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    this update is broken because im tired but at least its packed right?
     
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  14. pumpko

    aa pumpko

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  15. pumpko

    aa pumpko

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    • expanded lower lobby
    • readded route from lobby balcony, made it much simpler and easier to use
    • closed one of the doors in lower lobby from sideroom
    • remade last spawns
    • added walls and cover in certain spots
    • flipped last spawn top floor exit

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  16. pumpko

    aa pumpko

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  17. pumpko

    aa pumpko

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    hey I hastily made new logic for the boy that changes the way overtime works
    • the round timer is now 10 minutes, and time is never added
    • once the timer reaches 0, the overtime logic kicks in
    • overtime means that the boy will never stop moving, no matter what, only changing direction when the other team retakes ownership of him
    • doors open very fast to let the boy keep moving
    • you can't change the speed of the boy while he's in overtime, as he's at a constant speed
    • added some fun things

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  18. pumpko

    aa pumpko

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  19. pumpko

    aa pumpko

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