CTF_Premuda_A2 [
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Filesize Jump because of near comletion of Stage 3, but it isn´t playable yet
+ i had to add some blu wood textures
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A2 [07-04-09]
+ testing a new setup for the dispenser, which hopefully won´t bug out
+ flag returntime upped by 5 seconds to now 20 seconds
+ added countdown in the lower-left corner of your hud indicating the flag-return-time
(doesn´t work on intel in pit)
+ same goes for appearing new intel on capped point
+ if intel drops into a deathpit, it returns after 5 seconds
+ added Icarus sound-alert and cap-point setup (thx for that)
-indicator should be more relyable now
-if intel approaches the cp´s vicinity, an alarm is triggered to warn red
+ not active cps are now in neutral color
+ lights now indicate active points
+ extended cap-block area over the whole cappoint-model
+ added better indication to non-accessable areas
+ skyboxed every section to improve framerates
+ changed audioclip played on roundstart in spawns
+ changed the stairs to 1-1, so it´s like a spiral now
+ minor ammo/health-kit changes all over
+ edited custom skybox to be less striking
+ started detailing blu spawn and first cp
+ added blu wood textures
+ added windy sounds and arena sawmill soundscapes
+ add snipernest for blu at entrance to the 1-2 area
+ narrowed down 1-2 building to stop engicamping in the corner
+ added severely more railings to area 2-1 to avoid so many accidental falls
+ widened some routes to make them less risky
+ fortified 2-1 cap so attackers need to use right route to weaken defenses and cap
+ moved 2-2 capbuilding a bit
+ added addtional route for blu leading to 2-2
+ fortified upper exit to 2-2 to make it less spammy
+ deleted sentryplatform behind building
+ playerclipped winding stairs to 2-2