Map Changes

  • Many many little bugfixes were applied to maps to fix bad playerstarts, incorrect textures, missing sounds, BSP holes, and screenshots that were missing or too dark to see.
  • Final Level received better bot support for the gravity trigger so bots will now interact with it.
  • NHS Railroad received a bit of renovation. Two alternate routes were added; one from the roof to the front car's top floor, and one from car two to the first car to avoid the chokepoint at the doors. The ladders were re-lit to make them easier to see, and the ladders in the fromt car received grates to help players on the top floor look out for ladder campers. The cockpit was also adjusted to make it easier to navigate and prevent players from getting wedged on geometry.
  • Last Crusader ][, known infamously as a hellish BSP hole spawning ground, has had most of its bad geometry tamed. Most if not all of the BSP holes should now be fixed!
  • Air Rage receives a much improved skybox.
  • Anoxia has had a number of bot pathing issues fixed, improved lighting, better jump-pads, and a new passageway from the Electroshield area to the Pulsator spawn. Also look out in the broken shipwreck room, as a new window allows snipers to take aim at you from other areas.
  • Anoxia has also been converted to a BallBlast map!
  • All vanilla and custom BallBlast maps have been audited for scoring multipliers. A little known fact is that the majority of vanilla BallBlast maps feature one scoring hole that doubles the points of any balls scored in it. Now, these doubler holes feature a visual indicator in the form of "x2" neon signs nearby that animate when balls are scored!

 

System Changes

  • Added an exciting new gamemode: One on One. This mode pits two players against each other at a time in a fight to the death. Once one player is knocked out, the map resets and the next pair of players duke it out. Repeat until one player wins the specified amount of rounds.
  • Visual improvements were made to team HUDs. The HUD now shows the logos of the participating teams, and in CTF shows both the number of captures and the point total each team has.
  • Fixed a few exploits in the King of the Hill gamemode, and added a configurable delay variable for hill capture sounds to prevent them from overlapping so much. Configure the value (in seconds) in the KingOfTheHill.ini file (defaults to 3).
  • Improved the visibility of Electroshield hit effects.
  • Adjusted the in-game mouse sensitivity slider to allow for more granular settings.
  • Bot Chat mutator was updated with new responses, bug-fixes, and integrated rage-quit functionality!
  • RPG Stats Arena received a few bug fixes and a nerf to health conversion values both positive and negative that made some weapons horribly unbalanced.
  • A number of map description files have had typos fixed.
  • The BallBlast gamemode has received a refresh to make it more enjoyable. A number of bugs were fixed, and some balance and clarity adjustments were made:
    • A new HUD feature was added. When there is one or more copies of a BallBlast ball on the ground, you will see a down arrow in its slot to indicate this. A question mark indicates all copies of that ball are in possession of other players. You only see this information for balls you are not carrying and have not yet scored. This should help players not waste so much time hunting for balls in the wrong places.
    • BallBlast now spawns two of each ball one through six in Mega Nerf difficulty for added challenge. Only one gold ball is still ever spawned.
    • The gold ball now gives off light and features a trail of particles when moving to help distinguish it from the yellow ball. If a player is carrying the gold ball they also will give off a trail of particles.