With all of the major changes and additions (Primarily the boss) coming with Awesomebox30, I felt the need to post a public changelog. Primarily for feedback. Awesomebox29 brings bug fixes and balance tweaks, essentially awesomebox30 without the boss until bugs with the boss AI are ironed out. The bossroom remains intact, but all teleports are rerouted and internal logic is disabled.
- General
- Changed the map's skybox switching method, now relying on skybox_swapper instead of func_brushes with skybox textures applied.
- Changed the map's primary skyboxes to sky_trainyard_01 and night_mountain for daytime and nightime.
- Slightly modified light environment to suit new skyboxes.
- Invisible Path & Skybox
- Restored invisible path leading up from the tractor level up to the main path.
- Fixed Skybox's wall brushes being majorly misaligned and extending beyond their intended area.
- Modified Skybox layout slightly.
- Fixed Rick May's statue clipping in the wall.
- Fixed Red's shortcut to skybox being enabled before any team captured the center control point, in which doing so created the intended behavior.
- Moved skybox shortcut teleports to above spawn, directly above the corresponding team's spawnroom. Idle farmers can farm without fear of random teleports now.
- Spawn
- Increased center control point capture time to 30 seconds and, on capture, disables for 4 minutes.
- (Awesomebox29 Only) Decreased spawn time for skybox shortcuts to 15 seconds from 30 seconds.
- Only the team that captured the center control point can now take the skybox shortcut.
- Minor adjustments to lighting props.
- Minor lighting additions.
- Secrets
- Fixed the secret teleport to the 3D Box being too deep inside a collision model to trigger most of the time.
- Made secret teleport a bit more difficult to reach.
- Fixed the secret teleport to the 3D Box being too deep inside a collision model to trigger most of the time.
- Capture the center control point, enter the skybox teleport shortcut (Refer to changelog above, now referred to as bossroom teleport) and you will be teleported to the bossroom's staging area.
- Only players of the team that captured the center control point can enter the bossroom teleport. The more players available to fight the boss the better, try to make it a team effort.
- Once the teleports disappear, the center capture point cannot be recaptured for 4 minutes, be ready to charge in when the teleport is active!
- The staging area's design resembles spawn, but is more open. Go down below to the boss room and pass the yellow hazard tape to start capturing the boss's control point and spawn the boss.
- For as long as no player surpasses the yellow hazard tape, the boss will not spawn. Use this to your advantage and give Engineers time to build and Medics time to build uber if they did not come prepared.
- Engineers are restricted from building teleporters, but everything else in his arsenal is allowed.
- Capture Zone is marked by the yellow hazard tape marking the floor, the ground inside the marking tape is the capture zone. Not on top of the marking tape or outside of it.
- Try to remain in the capture zone while you fight the boss! When the boss's control point is captured (90 seconds), the teleport to skybox will appear in the spot where the boss spawned. Run to it quickly! It won't stay there forever (30 seconds)
- If you miss the skybox teleport and are somehow still alive, another teleport will open up taking you to your team's side of the surf ramp.
- If you somehow miss both teleports, better luck next time!
- If you take too long fighting the boss to capture the control point and are still alive, a second boss may spawn in to ruin your fun.
- The staging area remains open during the boss fight and has 2 kits of medium health/ammo kits. There are 2 kits of medium health/ammo kits in the boss room and a full health/ammo kit near the boss's spawn point.