http://anonex.org/tf2maps/koth_always.html
Edit : It does work on multiplayer
Koth_Always [on server]
Koth_Always [on server]
Last edited by LaN on 23 May 2010, 09:35, edited 1 time in total.
- FlaminSarge
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Re: Koth_Always
It works for multiplayer I think, but suffers from the balloonrace stutter player effect.
TF2Backpack
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
- FlaminSarge
- •cC• Member
- Posts: 424
- Joined: 08 Aug 2009, 12:30
- Steam ID: STEAM_0:1:19100391
- Contact:
Re: Koth_Always [on server]
Alright, another minor problem, but you know how when two players on the same team in TF2, when they're in contact while on a moving object, make that object stop moving? Koth_always uses two separate objects combined to make its whole looping stage thing, and they can get out of sync like this. However, FaN scouts are almost always able to make the jumps over the gaps this causes, and everyone always (lol, always) goes FaN scout on this map. Except ninjacap soldier, who rocket jumps off the launchpad for an instant cap then death.
It's an intrinsically good map though, so we should keep it on. No major bugs.
It's an intrinsically good map though, so we should keep it on. No major bugs.
TF2Backpack
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
Re: Koth_Always [on server]
The stuttering effect gets really annoying though. Preferably we should get a version that has smaller timers, maybe a minute long instead. Therefore the map doesn't get to terribly broken by it's end.