[RELEASE] zs_checkpoint_b5



  • The update is done.

    Changelog:

    • Pipe exploit has been fixed
    • LASER DOES NOT TK ANYMORE (thanks to zinco for help with this)
    • Oil derrik puzzle changed
    • Better prop placement
    • Keycards spawn earlier
    • Control room doors widened in line with Jetboom’s suggestion
    • Few medkits scattered around
    • Loads of other stuff that i have forgotten

    The new turret works the same way, but it has a habit of throwing props around, so watch out.

    BSP: http://rapidshare.com/files/299265158/zs_checkpoint_b5.bsp



  • The update is done.

    Changelog:

    • Pipe exploit has been fixed
    • LASER DOES NOT TK ANYMORE (thanks to zinco for help with this)
    • Oil derrik puzzle changed
    • Better prop placement
    • Keycards spawn earlier
    • Control room doors widened in line with Jetboom’s suggestion
    • Few medkits scattered around
    • Loads of other stuff that i have forgotten

    The new turret works the same way, but it has a habit of throwing props around, so watch out.

    BSP: http://rapidshare.com/files/299265158/zs_checkpoint_b5.bsp



    • Oil derrik puzzle changed

    I love you.


  • Banned

    What might the “other stuff” be?



  • That i can remember now:

    • Invisible ceiling moved to allow fasties to jump easier
    • Turret overheat time is now 6 mins (as it does not TK anymore)
    • Water rises 2x faster in the waterworks room
    • Extra hammer added in to aid cading
    • Sealable door added to control room
    • Doors to the coolant room (room with the window into the control room) narrowed
    • Secondary doors made tougher (they have 4000hp).
    • All texture problems should be fixed
    • Core decals made a bit slimmer, as they were too fat

    Also loads more hints for both humans and zombies have been added, as it was clear that certain features confused people. EG. walking up the the armoury tells you to wait till wave 3 for the keycards.


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