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P1_6

An Update

  • - Recompiled ALL models (in hope of solving the sporadic client crashes)
  • - Added an edict-cleanup script that runs at the end of each round (to prevent edict-related crashes)
  • - Increased lightmap scale overall
  • - Fixed the bosses not detecting grenades
  • - Added a sound to indicate when a nade actually hits a boss
  • - Fixed the Alluringlight push being offset when spawned off-rotation
  • - Made the spear item stronger against zombies (better slow time)
  • - Made the pitchfork item stronger against zombies (better slow time)
  • - Made the electrobeam item stronger against zombies (better slow time)
  • - Tweaked the zombie rock item damage (lowered HP from 40 to 25, also set a measure_movement for accurate damage)
  • - Added a script to ensure that all human characters can't get infected by zombies
  • - Stage2 - Tweaked the boss initial positioning (hoping that it won't get stuck)
  • - Stage3 - Nerfed the boss HP
  • - Stage4 - Increased the boss HP heavily
  • - Stage5 - Tweaked some displacements (in hope of players not getting stuck)
  • - Stage6 - Increased the boss HP
Just when i thought that the map was working fine i got reports about clients crashing sporadically, and even a server as the round restarted (i suspect the edict count)

I have now taken heavy measures in HOPE of things being solved, as for many other tweaks/fixes.

NOTE: The bosses are probably gonna be easier now as the nade detector works, but it's probably good for the time being (as people get through the map easier, learning it, finding bugs etc)
*please let this be the final version before i add stage 7*
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