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cp_dustbowl 
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HH Donor
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Joined: Sat Jun 29, 2013 9:50 am
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Post cp_dustbowl
This map needs to get removed because there is a bugged hidden timer than causes red team to win when it runs out. It's really unfair for the boss and delay of round. And also this map is no good for vsh/ff2 cus how it's played for hale.

Video:



Fri Feb 20, 2015 9:16 pm
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HH Donor
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Post Re: cp_dustbowl
https://developer.valvesoftware.com/wik ... ssault_map

I guess changing/deleting one of the entities here should do it? I might be sincerely wrong.


Fri Feb 20, 2015 10:41 pm
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Post Re: cp_dustbowl
Cori, you're on the right track.

This map and goldrush are both stock maps that I've included (for quite some time) so that I can work out how to adapt any map to be an arena map, on the fly, without having to edit and recompile it.

Entities are stripped out when the map is loaded and required entities, for an arena map, are inserted.

So it seems that I haven't caught them all with dustbowl yet, thanks for letting me know about this issue, which I assume has been present for quite some time(!), because I haven't done anything in the scope of this for months.

I've done a fresh entity dump of dustbowl, and, after the steam cleared, I've spotted a couple more entities that could be the cause of the issue, and have set them to be removed too.

Let me know.


Fri Feb 20, 2015 10:53 pm
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Post Re: cp_dustbowl
arthur123 wrote:
Video:


*Crunch* *Crunch* *Crunch*
That was the best part of the video.


Fri Feb 20, 2015 11:24 pm
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Post Re: cp_dustbowl
Speaking of payload maps, do you think it's possible to cycle through the different zones of the map depending on who won, like during an actual game of payload?


Sat Feb 21, 2015 6:30 am
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