Reactor_b3 + etpro shaders
http://www.pcgamemods.com/10155/
reactor_b3.pk3 goes into /etmain
reactor_b3_ETPRO_ONLY goes into /etpro
Change Log: Changes based on feedback from TWL & CAL preseason play as well as commentary post-Showmatch #2.
1. Changed spawn times to 25/30.
Rationale: Puts more of a premium on teams who push/consolidate well vs constantly feeding bodies into deathmatch
2. Widened the connecting passage between the flag room and the next; moved the flag into hallway
Rationale: Flag isn't in such a congested area, both teams have cover, but can rush the flag in no mans land with a well timed push
3. Changed script so that flag turns perm-allied when one of the two security doors is blown. [color=red]Flag used to turn perm-allied when controls were blown for the first time.[/color]
Rationale: 1) prevents a situation where a covert trick jumps thru the axis spawn, blows gen, and completely removes phase 2, 2) encourages axis to contest plants vs just being 30 seconds of dead time
4. Increased charge bar to 1.25 to rebuild controls and made drain/refill rates the same
Rationale: A single engy can still spawn, get to controls, fight off enemies, and save the day but increases the tension and eliminates the 'cheapness' of a 1.0 bar rebuild
5. Replaced vent with an office route
Rationale: It was too easy for Allies to camp the two drop thru points and the vents took too long to be viable. The Office route offers the Axis an alternative and viable route to the controls, but the allies can still set up a good crossfire on it if they consolidate well.
6. Made some additional aestetic tweaks and things to make it easier to tell the difference between pump-side and generator-side
Rationale: Some people are directionally challenged.
http://www.pcgamemods.com/10155/
reactor_b3.pk3 goes into /etmain
reactor_b3_ETPRO_ONLY goes into /etpro
Change Log: Changes based on feedback from TWL & CAL preseason play as well as commentary post-Showmatch #2.
1. Changed spawn times to 25/30.
Rationale: Puts more of a premium on teams who push/consolidate well vs constantly feeding bodies into deathmatch
2. Widened the connecting passage between the flag room and the next; moved the flag into hallway
Rationale: Flag isn't in such a congested area, both teams have cover, but can rush the flag in no mans land with a well timed push
3. Changed script so that flag turns perm-allied when one of the two security doors is blown. [color=red]Flag used to turn perm-allied when controls were blown for the first time.[/color]
Rationale: 1) prevents a situation where a covert trick jumps thru the axis spawn, blows gen, and completely removes phase 2, 2) encourages axis to contest plants vs just being 30 seconds of dead time
4. Increased charge bar to 1.25 to rebuild controls and made drain/refill rates the same
Rationale: A single engy can still spawn, get to controls, fight off enemies, and save the day but increases the tension and eliminates the 'cheapness' of a 1.0 bar rebuild
5. Replaced vent with an office route
Rationale: It was too easy for Allies to camp the two drop thru points and the vents took too long to be viable. The Office route offers the Axis an alternative and viable route to the controls, but the allies can still set up a good crossfire on it if they consolidate well.
6. Made some additional aestetic tweaks and things to make it easier to tell the difference between pump-side and generator-side
Rationale: Some people are directionally challenged.