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melee_cube [on server]

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OldManJenkins
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melee_cube [on server]

Unread post by OldManJenkins »

http://www.fpsbanana.com/maps/140156

An arena-style melee-only map, involving a giant floating cube of water, with a small base inside. The control point is inside a water-free room at the very center of the stage. The room can be accessed from either side, as well as through an opening in the top.

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PhrozenFlame
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Re: melee_cube

Unread post by PhrozenFlame »

No more melee maps.

Seriously. We have enough of them.
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LaN
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Re: melee_cube

Unread post by LaN »

Does it break anything , because I swear Chambers turns of crits until the server resets.
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OldManJenkins
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Re: melee_cube

Unread post by OldManJenkins »

LaN wrote:Does it break anything , because I swear Chambers turns of crits until the server resets.
I'm confident this map doesn't break anything, plus, I actually did the "Melee-Only" thing right for once. (In that there are, in fact, no projectile weapons)
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FlaminSarge
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Re: melee_cube

Unread post by FlaminSarge »

LaN wrote:Does it break anything , because I swear Chambers turns of crits until the server resets.
Either captain or the cfg for chambers makes tf_weapon_criticals 0 (some cvar), and no map resets it to 1, so... it would have to be in the config for the map in order to break crits.
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Beetle
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Re: melee_cube

Unread post by Beetle »

FlaminSarge wrote:
LaN wrote:Does it break anything , because I swear Chambers turns of crits until the server resets.
Either captain or the cfg for chambers makes tf_weapon_criticals 0 (some cvar), and no map resets it to 1, so... it would have to be in the config for the map in order to break crits.

I think all cpt would have to do is add that cvar with "1" to any map cfg that is played frequently so the next time its played it would just turn it back on, no harm done if its already on.
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FlaminSarge
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Re: melee_cube

Unread post by FlaminSarge »

Beetle wrote:
FlaminSarge wrote:
LaN wrote:Does it break anything , because I swear Chambers turns of crits until the server resets.
Either captain or the cfg for chambers makes tf_weapon_criticals 0 (some cvar), and no map resets it to 1, so... it would have to be in the config for the map in order to break crits.

I think all cpt would have to do is add that cvar with "1" to any map cfg that is played frequently so the next time its played it would just turn it back on, no harm done if its already on.
Yeah, basically that's all that needs to happen.
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