I've reworked some of the entities for canyon1.bsp. (OMC, I'll email you canyon1j.bsp)
Resup Packs
They used to just give 300 no quality armour, which is a problem if you have been knocked down to 0. Packs now give 50 red armour, 50 ammo, 1 gren1, 1 gren2, 25 health, 25 medikit. All on 2 second respawn time. Additional packs can be found at Ramp Room, Bridge Cave, Rock by Water Entrance, Corridor by Top Spawn, Old Enemy Quad Bunker.
Flag & Captures
Flag's return time has been changed from 20 seconds, to 60 seconds. A normal capture will grant 10 points. Other captures will grant 5 points, and unlock their bonus.
Health Regeneration
Instead of 1 health per 5 seconds, it is now 11 health per 5 seconds.
Armour Regeneration
Instead of 2 armour per 5 seconds, it is now 11 red armour per 5 seconds.
Ammo Regeneration
Instead of 2 shells, 5 nails, 1 rocket, 5 cells, per 5 seconds, it is now 11 ammo, per 5 seconds.
Rad Suit & Security
Cosmetic change.
Quad Bunker / Spawn
Quad bunker is no longer active. Instead, if you capture this you will now have access to a spawn and a resup pack in the enemy's old Quad Bunker location.
Overall
For Defenders, extra packs should help, less points for unlockables.
For Attackers, stronger unlockables, long return time for flag.
Canyon1 Entity Update
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OneManClan
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Re: Canyon1 Entity Update
I've gotta admit, while reading about these (exciting) changes, I'm thinkin...
... what about changing the cap point, ala sewer1j, to improve the action. Eg make Reds cap point be *Blues* cap point (...?)
... what about changing the cap point, ala sewer1j, to improve the action. Eg make Reds cap point be *Blues* cap point (...?)
how do you mean 'access to a spawn' - Reds will spawn in Blues Quad Bunker location?Jonan wrote: Quad Bunker / Spawn
Quad bunker is no longer active. Instead, if you capture this you will now have access to a spawn and a resup pack in the enemy's old Quad Bunker location.
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Jonan
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Re: Canyon1 Entity Update
Yes. Exactly that. (Bonus Spawn)
There is a pack there. That might be a bit much. Not sure, until played.
I did think about putting a different cap, I thought the distance might not be great enough. I thought if capping in enemy base, you get say, 5 points. So if timer catching up to you, you could cap quickly. Only really one way to test things.
There is a pack there. That might be a bit much. Not sure, until played.
I did think about putting a different cap, I thought the distance might not be great enough. I thought if capping in enemy base, you get say, 5 points. So if timer catching up to you, you could cap quickly. Only really one way to test things.
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Jonan
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Re: Canyon1 Entity Update
I am planning to give the sewer1j treatment to aztec1 and 2mfield4.
Perhaps even brave1 could be saved.
Perhaps even brave1 could be saved.
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Jonan
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Re: Canyon1 Entity Update
Jonan wrote:I am planning to give the sewer1j treatment to aztec1 and 2mfield4.
Perhaps even brave1 could be saved.
I've tweaked 2mfield4. OMC I'll send you a copy of 2mf4j.bsp
Update includes Bomb/Flag located in slime area, which now must be taken to their basement.
Powerups are returned to the old capture area. Team Quad, Team Ring, Team Pent, for 13 seconds each. Respawn times of 444, 555, and 666 seconds respectively.
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Jonan
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Re: Canyon1 Entity Update
Can we please give this a proper go?
On Monday, we finally had a decent amount to play this, and it was loaded up. I was pretty excited to give this a go.
The players on voice chat knew it wasn't the standard, as they noticed the extra .mdls, and were not bothered by it, seemed like they wanted to give it a go.
You quickly changed it once you realized it wasn't the standard. Rather hastily, could've done a quick poll there.
Sure, red got a quick cap, when it was 4 red on 3 blue. Blue then got 2 more players after that capture, including Doc who would be likely to go demoman. It would've turned around quickly at that point, perhaps one more capture, then it would've locked down for a bit, giving any engineer a chance to build up.
It was only for 5 points, and yes, it didn't kill all (we've played maps like that before). I'm sure it was working fine when we tested it in 2017, yes, I've been waiting 7 years to play it. We didn't get the standard cap, so perhaps it would've worked.
Somethings have changed on server end in that time. Even when we used canyon1.bsp it has quick flag return, and capture points aren't displayed properly in AGR. Such as the standard cap has no .mdl, should be a 4 coloured flag. The biosuit capture is also replaced with the star cap point we see in other maps. I can only imagine the biosuit is the first goal in the .bsp, so it chooses that.
Atleast give it the 20 minute trial that sometimes is used. As for walls and flag chase spawning, you'll be able copy over the work you've put in on canyon1, as it is the same .bsp just with different ents.
Please just feel the room out first, before we get a map change.
On Monday, we finally had a decent amount to play this, and it was loaded up. I was pretty excited to give this a go.
The players on voice chat knew it wasn't the standard, as they noticed the extra .mdls, and were not bothered by it, seemed like they wanted to give it a go.
You quickly changed it once you realized it wasn't the standard. Rather hastily, could've done a quick poll there.
Sure, red got a quick cap, when it was 4 red on 3 blue. Blue then got 2 more players after that capture, including Doc who would be likely to go demoman. It would've turned around quickly at that point, perhaps one more capture, then it would've locked down for a bit, giving any engineer a chance to build up.
It was only for 5 points, and yes, it didn't kill all (we've played maps like that before). I'm sure it was working fine when we tested it in 2017, yes, I've been waiting 7 years to play it. We didn't get the standard cap, so perhaps it would've worked.
Somethings have changed on server end in that time. Even when we used canyon1.bsp it has quick flag return, and capture points aren't displayed properly in AGR. Such as the standard cap has no .mdl, should be a 4 coloured flag. The biosuit capture is also replaced with the star cap point we see in other maps. I can only imagine the biosuit is the first goal in the .bsp, so it chooses that.
Atleast give it the 20 minute trial that sometimes is used. As for walls and flag chase spawning, you'll be able copy over the work you've put in on canyon1, as it is the same .bsp just with different ents.
Please just feel the room out first, before we get a map change.
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Jonan
- Posts: 353
- Joined: Wed Nov 27, 2013 7:51 pm
Re: Canyon1 Entity Update
Just tested it on AGR, you do die if you get the 10 frag capture. No death for the 5 point capture. Biosuit got replaced with star after first capture.