Current Revision: Beta 6c Beerbowl is a 4 capture point payload map like badwater, consisting of a cart filled with explosives and beer kegs. In addition, the final capture point has a giant beerbottle that, when capped it will drop and shatter.
Current Revision: Beta 6c
Beerbowl is a 4 capture point payload map like badwater, consisting of a cart filled with explosives and beer kegs. In addition, the final capture point has a giant beerbottle that, when capped it will drop and shatter.
Beta 6C Teaser: Youtube.com
There is a custom cart:
This map is on server rotation at FITH GAMING: 22.214.171.124:27015
Plans for the hopefully the final beta version (Beta 7) and future final version.
-Redesign the final point, to satisfy both attacking and defending parties. (I'll do my best.)
-Finish the map and crank out a final version in 5-6 years. (Maybe soon if I have time.)
My thoughts on the Speed Boost:
-Testing beta 6, its a fun mechanic, and it has not proven to be overpowered yet. I can always remove it, if it seems to broken for the game. (The benefits of still being in beta. :rolleyes: )
-My goal was to encourage more cart team pushing.
If I have some free time, i'll put some explanations for the new changes I made.
June 6th, 2013: Beta 6c (Not the full changelog but, has the main changes on it.)
Changelog from Beta 5a to Beta 6c:
-Speed Boost (200% Faster) - 5+ Players on Cart
-Increased Healing and Ammo regen after capping CP#1 and CP#3 (LVL 2 Dispenser and LVL3 Dispenser)
-New Payload Cart Model - Cart now moves an like an actual train.
-New Payload Cart Animations - Wheels Turn and Falling Animation
-Increased Base Speed by 5%
-In Speed Boost, Cart becomes a weapon, rocket trails ignite players and front becomes a ramming powerhouse.
-Drastically change pathways toward the final control point. I wanted remove the cold spots (Underused player area) in the map and bring them "warmth." Meaning new paths are easier to get to.
-Significantly improved optimization, FPS Boost guaranteed.
-Added more players clips to the map, reducing players from bumping into small Wood Trimmings.
-Added Arrow Signs that pop up in the beginning of each round.
Gameplay & Balance:
-Reduced Addition Time on CP#1 and CP#4 by 15-30 seconds, because of the new speed boost and increased regeneration.
-Reduced RED Spawn Wave Time by 2 seconds. (Doesn't affect servers with a custom respawn times.)
-Changed Some Ammo and Health Pickup locations
-Removed the Dropdown Vent Path on the final point.
-Redesigned some areas that were problematic to the balance.
-New RED "Elevator" System (Final Point Spawn)
-Filesize Marginally Smaller
-Added Color Correction (Slightly more Vibrant)
-Adjusted HDR Settings
-Reduced Number of Cubemaps
-Removal of unnecessary things.
-Fixed Payload Camera Bug
-Fixed Various Exploits
-Rare, Second Piece of Cart can be "detached" by being blocked by a player somehow. (I tried to replicate it, but can't seem to do it.