- Joined
- Dec 14, 2019
- Messages
- 847
- Reaction score
- 126
<- PREVIOUS MAP VERSION
= -> MINOR CHANGE
= -> MAJOR CHANGE
BOXING ARENA/DOOMSDAY
= Added a secondary path to the Doomsday Parkour via Boxing Ring. This was not added only for how hard doomsday camping is to counter, but in an overall effort for all easily-teleport camped areas to have a secondary entrance. <before/after>
= The first trap in Doomsday is now random again. <info>
= The second trap in Doomsday now better reflects the changes to it's Portalroom counterpart, with the trap now only punishing whoever triggered it instead of everyone in the trap's room.
= Removed the team restriction on the Boxing Ring Arena teleports.
= The Nuke doomsday now destroys both sentries and dispensers, but not teleporters. this should more-easily break incredibly strong sentry positions right at teleport destinations.
= Removed the ability to heal through the Boxing Ring Arena. <before>
PORTALROOM/NETHER
= Increased the size of the Portalroom Parkour's first room's window pane. <before/after>
= Added a secondary entrance to the Nether from Portalroom Parkour. <before/after>
= Changed the Portalroom->Nether entrance to be a Nether portal. <before/after>
= Instead of an inferior disco room (when compared with the Aether Portalroom Area), the top of the Nether Portalroom Area now has a button that allows you to enter and exit into the rest of the nether as a third way of reaching the capture point. <before/after>
= Added darkening gradient overlays to the Nether->Portalroom portal. <before/after>
= The pool Nether portal now works the same for both teams. I have no idea why this was different but the fact that both teams had different destinations encouraged players to sit at the world->Nether portal just waiting on the exit instead of pursuing due to how it was structured, which generally is not healthy.
= Gave Portalroom and the pit below Portalroom a glass floor/roof. <before/after>
THE END
= Added a secondary entrance to the End from the End Portalroom area through a new portal. <before/after>
= Fixed a texture error in the End Clocktower. <before/after>
= Added health and ammo packs to the End Clocktower. <before/after>
= The capture point that allows a team to enter the Doomsday Button Room has been moved to the Nether. Of the many times people have fought over the End capture point, I have learned it is way, way too easy to enter the dimension then instantly kill the person on the point, which generally made the capture point completely impossible for some people to capture when better players were on the enemy team. this change in venue for the capture point should reduce this, even if only a little. <before/after>
= Re-added the Ban Hammer where the End capture point was. <before/after>
OVERWORLD
= Storage parkour no longer uses a teleport between it's two segments. <before/after>
= Fixed the pit entrance to the Aether's door having a button with an inverted Redstone Ore texture. <before/after>
ELSEWHERE:
= The Regular Zone is no longer 1 slab too high. <before/after>
= You no longer get caught on the Regular Zone wall while using the Subway speed pads. <before/after>
= Added a func_monitor to certain areas around the map, with the display being controlled by a panel in the Regular Zone. <before/after>
= Changed Tic-Tac-Toe to NHS Soccer from my event map, due to the former literally never being used. <before/after>
= Changed the way the Subway -> Statue Room tunnel looks. <before/after>
= Removed the music from the Mushroom Cave area.
= You can now build as Engineer inside the Donator Room again.
= Fixed a flipped TNT texture. <before/after>
= ppcave redux:
step 1: forums
step 2: forums
step 3: tf2
step 4: tf2
step 5 and beyond: nhsmc6
NEXT MAP VERSION ->
= -> MINOR CHANGE
= -> MAJOR CHANGE
BOXING ARENA/DOOMSDAY
= Added a secondary path to the Doomsday Parkour via Boxing Ring. This was not added only for how hard doomsday camping is to counter, but in an overall effort for all easily-teleport camped areas to have a secondary entrance. <before/after>
= The first trap in Doomsday is now random again. <info>
= The second trap in Doomsday now better reflects the changes to it's Portalroom counterpart, with the trap now only punishing whoever triggered it instead of everyone in the trap's room.
= Removed the team restriction on the Boxing Ring Arena teleports.
= The Nuke doomsday now destroys both sentries and dispensers, but not teleporters. this should more-easily break incredibly strong sentry positions right at teleport destinations.
= Removed the ability to heal through the Boxing Ring Arena. <before>
PORTALROOM/NETHER
= Increased the size of the Portalroom Parkour's first room's window pane. <before/after>
= Added a secondary entrance to the Nether from Portalroom Parkour. <before/after>
= Changed the Portalroom->Nether entrance to be a Nether portal. <before/after>
= Instead of an inferior disco room (when compared with the Aether Portalroom Area), the top of the Nether Portalroom Area now has a button that allows you to enter and exit into the rest of the nether as a third way of reaching the capture point. <before/after>
= Added darkening gradient overlays to the Nether->Portalroom portal. <before/after>
= The pool Nether portal now works the same for both teams. I have no idea why this was different but the fact that both teams had different destinations encouraged players to sit at the world->Nether portal just waiting on the exit instead of pursuing due to how it was structured, which generally is not healthy.
= Gave Portalroom and the pit below Portalroom a glass floor/roof. <before/after>
THE END
= Added a secondary entrance to the End from the End Portalroom area through a new portal. <before/after>
= Fixed a texture error in the End Clocktower. <before/after>
= Added health and ammo packs to the End Clocktower. <before/after>
= The capture point that allows a team to enter the Doomsday Button Room has been moved to the Nether. Of the many times people have fought over the End capture point, I have learned it is way, way too easy to enter the dimension then instantly kill the person on the point, which generally made the capture point completely impossible for some people to capture when better players were on the enemy team. this change in venue for the capture point should reduce this, even if only a little. <before/after>
= Re-added the Ban Hammer where the End capture point was. <before/after>
OVERWORLD
= Storage parkour no longer uses a teleport between it's two segments. <before/after>
= Fixed the pit entrance to the Aether's door having a button with an inverted Redstone Ore texture. <before/after>
ELSEWHERE:
= The Regular Zone is no longer 1 slab too high. <before/after>
= You no longer get caught on the Regular Zone wall while using the Subway speed pads. <before/after>
= Added a func_monitor to certain areas around the map, with the display being controlled by a panel in the Regular Zone. <before/after>
= Changed Tic-Tac-Toe to NHS Soccer from my event map, due to the former literally never being used. <before/after>
= Changed the way the Subway -> Statue Room tunnel looks. <before/after>
= Removed the music from the Mushroom Cave area.
= You can now build as Engineer inside the Donator Room again.
= Fixed a flipped TNT texture. <before/after>
= ppcave redux:
step 1: forums
step 2: forums
step 3: tf2
step 4: tf2
step 5 and beyond: nhsmc6
Last edited: