Cargo3

#1
Cargo Barge 3 b1 changes:

Map changes:
  • First obj: the ambush room hack now simply opens the door instead of permanently unlocking it; allows attempting surprise attacks more than once.
  • First obj: added glass panel in obj room; reflects blaster shots to allow for a soft counter to det-spamming defenders.
  • First obj: very slightly moved back defense spawn points; punishes defense very slightly more for dying.
  • First obj: improved the hitbox accuracy of the hack panel.
  • First/final obj: silenced the mini room doors; allows for occasional cheesy sneaking and surprise attacks.
  • Second obj: defense can now access the lift before the doors are hacked.
  • Node 1: added a panel to hack the access shaft doors open; for variety.
  • Node 2: added a panel to hack the tunnel doors open; for variety and not getting locked in node 2.
  • Nodes: reduced HP of both nodes by 5%
  • Nodes: shortened tunnel door hack to 3 seconds (was 4); for balance.
  • Nodes: moved back defense spawn a little bit; punishes defense slightly more for dying.
  • Nodes: shortened both ventilation node hacks to 8 seconds (were 10); for balance.
  • CC: reduced turret hack time to 10 seconds (was 20); this hack was never used due to taking too long; it should now be an occasional option e.g. if you need to kill some time waiting for codes to respawn.
  • Blue: raised the ceiling of the blue codes room; should make it more jedi-friendly and less of a splash damage clusterfuck.
  • Blue: added a second doorway in the boxes room from the air shaft hallway; should make it harder for defense to just sit back in the main hallway brainlessly spamming at people coming from blue.
  • Final obj: slightly moved back defense spawnpoints, and slightly moved up offense spawnpoints; effectively gives offense slightly more time to attempt the obj before defense respawns, plus punishes defense slightly more for dying.
  • General: shortened round timer to 20 minutes (was 22).
  • General: added ledges for D jedi to perch on to ambush incoming attackers.
  • General: minor cosmetic changes with minimal gameplay effects.
Class changes:
  • O assault: added repeater, increased speed to 115% (was 100%), added double ammo; this speed buff improves his survivability and allows him to punish poor enemy positioning.
  • O HW: added E11, added pistol, removed bowcaster
  • O scout: increased HP to 90 (was 75), added 1 thermal; mild buffs to survivability and close combat.
  • D assault: decreased HP to 180 (was 190); mild nerf to health for balance.
  • D HW: added pistol
  • D scout: added 1 thermal; mild buff to close combat.
  • D jedi: replaced medium stance with Tavion stance; allows D jedi to be much more effective against gunners (if you can get close).
Bug fixes:
  • Red: fixed the HP of mini vent gratings to be 1 HP (were 10)
  • CC: fixed the shield and ammo generators in the CC not spawning

Re: Cargo3

#2
Cargo Barge 3 b2 changes:

Map changes:
  • 1st+2nd obj: moved up some of the offense spawnpoints that were far back and to the side to the X-Wing.
  • 2nd obj: defense can no longer use 2nd obj lift doors before they are hacked.
  • 2nd obj: added anti-liftlame so that defense can't call up the lift from the top panel when an attacker is near the lift at the bottom and the lift is unlocked.
  • Node 1: the ventilation access shaft hack inside node 1 is now 6 seconds (was 8). The one on the other side is still 8 seconds.
  • Last obj: turrets now activate when CC is captured (was when codes are captured).
  • General: some minor changes to obstacles and textures.
Class changes:
  • D jedi: added new ability: when saber is ignited, deal +50% damage to non-jedi for 1.5 seconds (saber must have been off for at least 3 seconds beforehand).
  • D jedi: added new ability: you can now hold onto walls indefinitely.
  • D tech: sentries auto-explode after each obj (except for after the first destroyed node).

Re: Cargo3

#6
v4 update ("b" changed to "v" for clarity since some scrub thought "b" stood for "beta" instead of "build")

MAP CHANGES:
  • Obj 2:
    • Main door opens 25 percent slower.
  • Node 1:
    • Shortened the hack time for the ventilation access shaft from inside node 1 to 3 seconds (was 6).
  • Node 2:
    • The hack inside node 2 now opens both the tunnel AND the vent to node 2. Increased hack time to 4 seconds (was 3).
    • Fixed vent gratings not having 'thin' flag, so they will break when you fall on them.
  • CC:
    • Increased anti-rush timer to 12 seconds (was 10).
  • Codes:
    • The turret hack has been moved out into the main hallway. Hack time decreased to 5 seconds (was 8).
  • Final obj:
    • Obj trigger area has been tweaked and shrunk to more closely fit the X-Wing model.
    • 2nd obj inner door is now locked.

CLASS CHANGES:
  • D jedi:
    • New ability: 'force distract'. When mind trick is used, a fake sound effect is played at the targeted location to confuse enemies.
      • If saber is off: saber ignition sound
      • If walk button is held: footstep sound
      • If +use is held, or saber is on: weapon firing sound

Re: Cargo3

#7
Duo wrote:
Tue Jan 29, 2019 3:06 pm
CLASS CHANGES:
  • D jedi:
    • New ability: 'force distract'. When mind trick is used, a fake sound effect is played at the targeted location to confuse enemies.
      • If saber is off: saber ignition sound
      • If crouch or walk button is held: footstep sound
      • If +use is held, or saber is on: weapon firing sound
Dank
Duo wrote: v4 update ("b" changed to "v" for clarity since some scrub thought "b" stood for "beta" instead of "build")
_a = alpha
_b = beta
_rc = relase candidate
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