longboy

PL longboy b4

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

pumpko

L3: Member
Jul 31, 2018
101
  • 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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pumpko

L3: Member
Jul 31, 2018
101
  • 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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pumpko

L3: Member
Jul 31, 2018
101
(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 ( :"
 

pumpko

L3: Member
Jul 31, 2018
101
  • 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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pumpko

L3: Member
Jul 31, 2018
101
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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pumpko

L3: Member
Jul 31, 2018
101
its beta


  • detailed every bit of the map
  • lighting improvements
  • opened up some routes (such as the connector from side room to sewer)
  • redid last spawns
  • added spectator cameras
  • removed everything that resembles frontline (hopefully)
not everything is perfect, and there's still a lot of things that need doing, but i just wanted to finally get this out after almost a year of off and on working on it.

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