Skybox trains i presume? You're doing stuff right.
Yep. I was so excited to see how perfectly they fit for that use.
I've got some biiig stuff planned for this next release. Might be awhile still, though.
Skybox trains i presume? You're doing stuff right.
From what I've read, it's not a hard limit, but a suggestion. I've heard of maps being at 140% and working fine. I'm just going to roll with it and see how it goes.
-Over 12 minutes of new voice dialogue added.
-Added sacrifice milestone events. Every 100 kills on the counter will trigger a random event. The KoTH timers pause for these events.
-Choo Choo the Trainshark, Lucy in the Sky With Lasers, and Pastor Kilgore have been crafted to serve as minions of the one true Train God. They can be summoned by amassing a worthy amount of sacrifices.
-Tiny Train Rain™ sacrifice event added.
-Uber Train sacrifice event added.
-Increased the random timer range slightly for the spawn courtyard trains. (Now it's between 10 seconds and 25, before it was 7 to 22.)
-Blocked Red's detail area behind the laser wall.
-Placed building blocking brushes around all hazards to prevent griefing.
-Added detail to the floor of the center area to justify the building blocking brushes also placed over the area. Suck it, Engineers.
-Added front railing to sniper balconies... Also lasers.
-Standardized hazard damage to balance higher-HP game modes (Saxton Hale, etc) Falling trains deal 5000 damage, crossing trains 2500, saws/ normal lasers/ sharks 1000, spawn laser 10000, roof acid does 30 per tick, side pit acid 10 per tick.
-Refined fucks given counter tracking system. This should now be much more accurate.
-Optimized particle usage in spontaneous combustion room.
-Added drop-down under back-and-forth laser, going to the water.
-Widened center laser's arc.
-Tweaked Train Rain™ pathing to prevent it from staying in the sky when inactive. Not sure where this bug came from, but it's theoretically fixed now.
-Further detailing around the map (Let me know if anyone has any framerate issues).
-Bumped up the chance of getting an uber charge from the spawn room uber lasers by 200%.
-3d Skybox added.
-Easter eggs! Look for them, bitch!
-Added random-timed flame bursts next to control point, embedded in the ground. Random time between 30-45 seconds with a 5 second warning pilot light before a 4 second burst of flames that ignites players.
-Added 7 new pumpkin-bombs.
-Started optimization of lightmaps. (Decreases file size so I can cram more crap in)
-Opened a couple roof areas up so you can jump over them. You are pushed off if you try to stand on them, however. Sometimes into saws.
-Raised the minimum and maximum random time range for the center electricty hazard by 15 seconds each.
-Removed a key strike location for the center electricity hazard.
-Slightly widened the player clip on the horizontal saws to make it easier to grab the small health pack.
-Removed moving saws on top of first buildings coming out of spawn. Not worth the cost.
-Passing trains now have slight chance to go backwards.
-Slightly moved two trains of the Train Rain™ to fix a bug where you could be killed in a safe area underwater.