Oh Boy!! Where do I start?!!!
Ok based upon previous playtests and your comments, I have made the following changes:
- I have rebuilt the area around the second cap point for both teams (as this is a mirroed map).
- The rebuild is the addition of a control booth complex that will allow the attacking team to hold and build up ubers, etc.
- this build has three entrances - one from the cap point for the defending team, one for the attacking team and to keep defenders from becoming entrenched, a teleportation room for the attacking team, they can teleport in, build up a force and then attack with ubers etc to clear it out - teleporter is activated via a trigger based upon payload location.
- this should help with the stalemate issue since this was / is the biggest choke hold to conquor.
- have doublechecked all spawn door coding (AGAIN!!) everything seems to be working right.
- fixed the lower tunnel access route - trigger_hurt trigger changed to different logic node so it will work better (the on door doing x function was a bit buggy), the trigger_hurt has the double damage cap activated so it deals more damage the longer you stay in it. I also activated the flag on the hurt so it will kill your buildings i.e. dispensers so you can't sit in the kill zone indefinitely.
- dying in space - you no longer ragdoll and have your bodies falling randomly onto the people below - something that I personally found to be extremely funny, some dude just fallign from the sky from whereever he came from. You will now be teleported and truly die in space!!
- tried to animate the UFO model - it spins when viewing it as a model in hammer but doesn't in game - so I randomly animated it.
New add in:
- spawn room teleportation coding added into the map and this was a bitch to program it correctly (because it has to go both ways for both teams). Here's how it works:
- all triggers are disabled at round start, then as cart progresses, players will be teleported backwards or forwards to the next spawn room automatically based upon the cart loaction keeping you as close to the fighting as possible i.e. you just spawn, point is capped and you're automatically transported to the new room without having to run the entire distance to the combat zone
Other:
- More lighting fixes - 90% of the map is actually lit without lights - which saves on the ent count
- Entity count - have been able to bring the count down because of the above line - count has gone down from1430 to 1175 ish. Make the map much more stable
- More detailing, especially around the new building complex.
This version will most likely be my contest entry unless people find major issues with it.
Enjoy!
Read the rest of this update entry...