New Submission: Foolsgold Gameplay

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
Downloads: A new file has been added by Artesia:

Foolsgold Gameplay

Version 2 of the entity prefab for my gametype
 

Artesia

L6: Sharp Member
Nov 11, 2008
278
72
Foolsgold Gameplay has been updated!

changed intel cap from 5 points to 2 to match map scale better.
 
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Artesia

L6: Sharp Member
Nov 11, 2008
278
72
Foolsgold Gameplay has been updated!

Recommended: 6-12 players

bigger update than any of the others.
an attempt at a redesign to better match the desired style of play.

HUD redesigned to work with non-widescreen monitors
Points are now called "Production" to reduce confusion with Command Points
Intel can no longer be captured at a contested CP
Intel is now worth 3 Production
Widened trench in the middle by 256 Units, and deepened it by about 96 units
removed the two bridges in the center zone that connected A to C and B to D
added ledges alongside the trench
added tunnels that connect A to C and B to D
Heightened outside walls, and separating walls by an additional 128 units, and added playerclips to prevent jumping over these higher walls. (shorter walls are still jumpable)
Moved the Intel to the bottom of the trench to increase distance between all points.
Redesigned center bridge to have a hole to drop down to the intel.
Moved both Red and Blu spawns away from the map center by 128 units each.
Added additional walls to prevent spawn door line of site from across the map.
Added spectator cameras
Redid overlays to try and guide players, including Capture Point signs to try and tell people who don't read the instructions where to take the intel. Also added overlays to spawn rooms so players can tell where they have spawned before they open the spawn door.
Changed the light angle to match the higher walls.
 
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