New in cp_basic_b4-1: Gameplay: - Launching has finally been fixed... srsly. - Spawn exits reworked slightly to accomplish the above. Some side effects that I think some of you are going to be very pleased with. Art: - None.
New in cp_basic_b4: Gameplay: - Respawn room and respawn room exits have been reworked so that they are more intuitive and fluid. - "The room that does nothing" to the left of each respawn room now "does something," a lot of things actually (y
from alpha11 to alpha12 this alpha is both about fixes and about smth new GAMEDESIGN Major: >re-design stage point B >re-designed stage2 cpA to cpB pass >and new ways to cpB stage2 Minor: >fixed blu spawn exit/windows >new playerclip
First Map I've made, an attack and defend style map similar to Valve's Cp_gravelpit only in reverse. Blu team is set to attack the red team's base first at the center point that is open to everyone. After capturing this point Red's two side points ar
CP_CAULDRON ALPHA 6 (cp_cauldron_a6) Gametype: Control Point (Push) Players: 24-32 Author: Mark "Shmitz" Major Contributors: Scott "Buddikaman" Petty E-mail: shmitz@gmail.com Version: 0.0.6 ___________________________________ Revision Hi