============================================= H I G H V O L T A G E - Capture The Flag ============================================= Log 010-6Ar: I can feel it, I can sense, I can hear it approaching. I need to get away, fast. ============================================= Map by shurbrrt AKA mac_II, 1/19/2024 https://twhl.info/user/view/7802 https://gamebanana.com/members/1721053 https://www.tumblr.com/shurbrrt discord: ontheborderline#1821 Reimagining of "Voltage_l" by Ruger (2004): https://tfcma.s3.us-east-2.amazonaws.com/Voltage_l.zip (i can't find an actual link to a forum or anything, if someone has it then send it to me pls) ============================================= Objective: Enter the enemy Base and make your way to where their Flag resides in the Flag Room. Grab it and bring it back to your Battlements. Place it on the raised square in your Battlements to capture it. Scoring: 10 points per Capture. Other Notes: Flag carriers drop the Flag when they die. Dropped flags return to their Base after 60 seconds. Touching the walls of the coil/voltage will kill players regardless of what team they are on. When the coil/voltage is activated by the button in the foyer, the coil/voltage will kill any player inside of it for 10 seconds. The coil/voltage takes 20s to recharge. ============================================= Changelog (b4) 2/8/2024 @ 11:48 PM EST - Made the lower tunnel entrance into flag- room slightly wider - Made the top spawns offense-only - Added more spawns in the lower spawnroom to compensate ============================================= Changelog (b3) 1/25/2024 @ 2:46 AM EST - Extended the voltages to make them nearly 1.9x longer - Changed the color of light produced by the voltages to be more accurate to Voltage_l - Updated the texture of the scrolling electricity in the voltages to be more accurate to Voltage_l - Major artpass; ventilation system added to both bases - Replaced the hill in the midmap with a shutdown2/well style bunker held up over a small divet in the ground; Players can move through the bunker or go under it to reach the enemy base - Changed the upper flag room entrance from a small, chokey corridor to a large tunnel like the lower entrance and front doors; This also caused the drop down entrance to be raised slightly - Made the lower resupply doors team-colored to make it easier for players to quickly tell which resupply room they've spawned in - Changed the water entrance door (yet again) to a slow gate that opens like elevator doors - Added a secret second cap point above each team's battlements; This is slower than the regular cap point in almost every situation - Minor texture changes - Optimization ============================================= Changelog (b2) 1/19/2024 @ 4:35 PM EST - Fixed the grenade bag sounds in resupply not playing - Flattened the flag pedestals so they don't feel as awkward and don't block the trimp from concing onto the ramps infront of the flag - Made the logos in the flag room non-solid - Added a holographic sign above each cap point telling players that it's a cap point - Detailed the water entrance, added more lights and angled walls - Made the water entrance door bigger & slower so it's less optimal for attackers - Changed the texture on the ends of the battlements doors from STRIPES1 to STRIPES2 =============================================