T
i like the locked weapons cabinet
I've recently gotten a suggestion for the KOTH/CP versions, regarding the (sheer genious) Boxcar/Scaffold control point. As it is now, the trigger_capture_area brush only covers the middle of the combined top surface area of the boxcars and scaffold, so you can only activate the trigger_capture_area if you're in or at least close to the middle of the platform. My rationale behind this being, I want to encourage more people to get in on top of the conglomerate platform for crazy brawls, rather than just being held off at the edge.
The suggestion was to extend the trigger brush so that it covered ALL of the platform, so as long as you were on top of the boxcars/scaffold, you'd be activating the trigger brush.
I, personally, don't like it, but I want to hear what you guys would have to say about it.
Also there is a way to partially "futureproof" a melee map from new weapon entities being added: use the entity filter_tf_damaged_by_weapon_in_slot and then the input setdamagefilter on the player entity. Then if Valve adds new non-melee weapons, they will not deal any damage.
The winter theme looks sexy! Except!
At first screen of winter theme, theres sand in the "river". I dislike that part a lot. I would change that texture!
-Whated