T
The Asylum
Downloads: A new file has been added by taotd:
meleefort_b3
NEWER AND THEREFORE EXCITINGER! meleefort_b3! Now Scout Update compatible!
CHANGES FROM B2
- General Changes
-- Fixed exploit where Scouts could double-jump over the courtyard walls and underneath the map
-- Significantly tightened up the sv_cheats 1-0 gap to ~0.03 seconds
-- Trains now move every 30s, as opposed to every 20s
-- Prettified both bases a bit
-- As per the Scout Update, ALL of the Scout's unlocks are being stripped. Yes, even the Sandman. Apparently Valve has a laxed definition of the word "melee" in comparison to mine.
-- Rehauled the spawnrooms. AGAIN.
-- Because there is no such thing as a func_nodisguise brush, Spies can now use their PDA to disguise themselves. Though I don't know why you'd want to, as you'll appear with your primary weapon out. But if you want to go ahead and be a crappy (or crabby) Spy, be my guest.
- CTF MODE CHANGES
-- Intel return time is now 60s, as opposed to 30s
-- Finally did away with the ridiculous looking shit in the moat, replacing it all with one single bridge
-- Added fences along the train tracks, stretching from the bases' corridor-side train tunnel to the bridge. This forces the Intel-stealer the take a more scenic route, and gives the victimized team a better chance at catching him
-- Added color-changing exit signs to the courtyards
-ARENA MODE CHANGES
-- No more trains. Goodnight sweet prince.
-- Totally redid the cap point
-- Added team-specific health bottles. RED can only grab the one on "their" bridge, and the same for BLU.
-- Shortened cap enable time to 15s. Lenghtened cap time to 20s.
-- Barred access to the bases' courtyards and corridors. No more running away. You fight now.
-CP MODE CHANGES
-- Fucking everything.
And now, a top-down view of the brand new Deathmatch mode!
Divided into 10-minute rounds. No rhyme, no reason, no weapons. Just get out there and kick someone's ass.
Screens:
meleefort_b3
NEWER AND THEREFORE EXCITINGER! meleefort_b3! Now Scout Update compatible!
CHANGES FROM B2
- General Changes
-- Fixed exploit where Scouts could double-jump over the courtyard walls and underneath the map
-- Significantly tightened up the sv_cheats 1-0 gap to ~0.03 seconds
-- Trains now move every 30s, as opposed to every 20s
-- Prettified both bases a bit
-- As per the Scout Update, ALL of the Scout's unlocks are being stripped. Yes, even the Sandman. Apparently Valve has a laxed definition of the word "melee" in comparison to mine.
-- Rehauled the spawnrooms. AGAIN.
-- Because there is no such thing as a func_nodisguise brush, Spies can now use their PDA to disguise themselves. Though I don't know why you'd want to, as you'll appear with your primary weapon out. But if you want to go ahead and be a crappy (or crabby) Spy, be my guest.
- CTF MODE CHANGES
-- Intel return time is now 60s, as opposed to 30s
-- Finally did away with the ridiculous looking shit in the moat, replacing it all with one single bridge
-- Added fences along the train tracks, stretching from the bases' corridor-side train tunnel to the bridge. This forces the Intel-stealer the take a more scenic route, and gives the victimized team a better chance at catching him
-- Added color-changing exit signs to the courtyards
-ARENA MODE CHANGES
-- No more trains. Goodnight sweet prince.
-- Totally redid the cap point
-- Added team-specific health bottles. RED can only grab the one on "their" bridge, and the same for BLU.
-- Shortened cap enable time to 15s. Lenghtened cap time to 20s.
-- Barred access to the bases' courtyards and corridors. No more running away. You fight now.
-CP MODE CHANGES
-- Fucking everything.
And now, a top-down view of the brand new Deathmatch mode!
Divided into 10-minute rounds. No rhyme, no reason, no weapons. Just get out there and kick someone's ass.
Screens: