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Sep 29th, 2014
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  1. =========DEFINITELY HAPPENING/BUGFIXES==========
  2. fixed a bug where you could build a teleport inside one of the arrow signs that pops up after a cap and get people stuck
  3.  
  4. fixed the bug with the bottom-spawn door at last being openable by attackers (for real this time ffs)
  5.  
  6. fixed the draw distance of some objects so that they're visible regardless of how far away from them you are
  7.  
  8. removed some more cluttery props (unsure which ones atm, but no crucial ones I guess)
  9.  
  10. fixing the red first spawn's top door so that engy's won't get stuck in it when making a reverse tele (the 'open/close' box for it is broken atm so that the door sometimes closes and if you're right next to the door, it won't open unless you mess around walking away from it and stuff)
  11.  
  12. the incline here will be a little less steep - don't think it will add too much necessarily
  13. http://i.imgur.com/7OAMIAm.png
  14.  
  15. the 'no entry' doorway here that usually opens up after 2nd is capped will be removed entirely, meaning defenders dropping down from their spawn to head over to defend 2nd won't have to run through potential sniper sightlines to do so
  16. http://i.imgur.com/nuM9sQ5.jpg?1
  17.  
  18.  
  19. ===========PROBABLY HAPPENING===========
  20.  
  21. some boxes will be added next to this small piece of wall, I don't think it'll add anything extreme to the map in terms of pushing etc but it gives more options in general
  22. http://i.imgur.com/vWpzLyN.jpg
  23.  
  24. small doorway added here to make defending third a little less scary when building in this location. Hopefully it'll allow engies/combos who hold here to fall out a little more easily
  25. http://i.imgur.com/ujKzyYo.png
  26.  
  27. removing this piece of wood that blocks sentry rockets to give this point more sentry spot options
  28. http://imgur.com/wWinTls
  29.  
  30. making the ammopack at last larger where you'd build the 'top sentry'
  31.  
  32. changing the small health + large ammo into a medium health + medium ammo on first point
  33. ===========UNDER QUESTION============
  34.  
  35. the height of this doorway will be increased, but not far enough to allow the defending demoman any more options. it'll probably be up to the beam. the stairs will also be widened possibly.
  36. http://i.imgur.com/bgKUumj.png
  37. http://i.imgur.com/tXg5l8j.jpg
  38.  
  39. moving the 'elbow' under second's sentry spot a bit further away from where the sentry is to allow the sentry to actually see it? I'm not sure if that'd be a good thing
  40.  
  41. adding something to make it easier for scouts to jump into the window at lockerroom. I'm not sure if this is needed with a few different weapons to already facilitate this for scout, with weapon decisions being a fun aspect of the game
  42.  
  43. ===========MIGHT HAPPEN IN LATER VER.===========
  44.  
  45. moved the blu forwardspawn into the red defending spawn, shaving a few seconds off of walking over to last - if required the respawnwavetimes may be changed, we'll see
  46.  
  47. the shutters near the doorway that might be heightened may also be replaced with windows, to give attackers some kind of idea what's holding up there and a more informed decision on whether to push rather than hoping people aren't there/relying on spy too much
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