Not everyone is gonna enjoy the medieval mode, I get that, and as long as I keep it, it's not going to change.
But there's been requests of medieval payload from time to time, and I had 72 hours to spend, so there ya go, It's more of a experiment than anything else.
I compiled a new version that fixes the glaring issues, but the geometry and lighting remains the same, for now.
pl_saxton_hills_a1 changelog:
*recuded cart speed by 33%
*reduced time awarded for cp3
*reduced initial time.
*reduced red spawnwavetime
*added dynamic signs outside spawns
*cart lance deals damage while moving at 3x capture speed (or faster)
*lit a tower on fire
*increased alpha on trees
*fixed all spawn issues
*added minor cover
*fixed some displacements being too low, objects placed above appeared floating
*added lights to braziers
*stopped sneaking into spawns enemy before the door could close when a point was capped.
*clipped off a unintended entrance for blue into red's last spawn
*fixed an issue where players got pushed into the wall by cart