Difference between revisions of "Circus"
m (updated special pumpkin and added map pickups) |
(Added heading template and changelog) |
||
(2 intermediate revisions by 2 users not shown) | |||
Line 1: | Line 1: | ||
{{Map infobox | {{Map infobox | ||
| map-status = community | | map-status = community | ||
− | |||
| map-image = Pd circus.png | | map-image = Pd circus.png | ||
| map-game-type = Player Destruction | | map-game-type = Player Destruction | ||
Line 9: | Line 8: | ||
| map-environment = Circus | | map-environment = Circus | ||
| map-setting = Nighttime, Halloween | | map-setting = Nighttime, Halloween | ||
− | |||
− | |||
− | |||
| map-hazards = [[Environmental_Hazards#Pitfalls|Pitfall]], [[Environmental death#Banana Peel|banana peel]], [[Environmental death#Fire|fire]] | | map-hazards = [[Environmental_Hazards#Pitfalls|Pitfall]], [[Environmental death#Banana Peel|banana peel]], [[Environmental death#Fire|fire]] | ||
| map-hazards-underworld = [[Environmental death#Health drain|Health drain]] | | map-hazards-underworld = [[Environmental death#Health drain|Health drain]] | ||
− | |||
− | |||
| map-pickups-health-small = 2 | | map-pickups-health-small = 2 | ||
| map-pickups-health-medium = 6 | | map-pickups-health-medium = 6 | ||
− | |||
| map-pickups-ammo-small = 6 | | map-pickups-ammo-small = 6 | ||
| map-pickups-ammo-medium = 5 | | map-pickups-ammo-medium = 5 | ||
− | + | | map-pickups-special-sgg = yes | |
− | | map-pickups-special-sgg = | + | | map-pickups-special-pumpkin = |
− | | map-pickups-special-pumpkin = | ||
}} | }} | ||
Line 32: | Line 24: | ||
Circus was [https://steamcommunity.com/sharedfiles/filedetails/?id=3025095795 contributed] to the Steam Workshop. | Circus was [https://steamcommunity.com/sharedfiles/filedetails/?id=3025095795 contributed] to the Steam Workshop. | ||
− | == Locations == | + | == {{heading|Locations}} == |
* '''Outside Grounds''': Unlike other maps, teams do not spawn in their respective [[Respawn#Areas|respawn areas]]. Instead, they are first placed inside an isolated section of the map in which they can access three portals that lead to their spawn rooms. In order to prevent [[Camping|spawn camping]], players are [[ÜberCharge|invulnerable]] and have increased move speed while in and shortly after exiting the portals. On each portal's end is another green exit portal that returns players back to the Outside Grounds, should they so desire. | * '''Outside Grounds''': Unlike other maps, teams do not spawn in their respective [[Respawn#Areas|respawn areas]]. Instead, they are first placed inside an isolated section of the map in which they can access three portals that lead to their spawn rooms. In order to prevent [[Camping|spawn camping]], players are [[ÜberCharge|invulnerable]] and have increased move speed while in and shortly after exiting the portals. On each portal's end is another green exit portal that returns players back to the Outside Grounds, should they so desire. | ||
** '''Lower''': This is the {{font colour|blue|left-most}}/{{font colour|red|right-most}} portal. It leads players to a secluded spawn room that exits onto the Perimeter. | ** '''Lower''': This is the {{font colour|blue|left-most}}/{{font colour|red|right-most}} portal. It leads players to a secluded spawn room that exits onto the Perimeter. | ||
Line 77: | Line 69: | ||
</gallery> | </gallery> | ||
− | * '''Clown Core''': The delivery zone. It lasts for 43 seconds before closing. Players are overhealed when they enter and have a continuous speed boost while inside, as well as increased weapon stats such as faster firing and reload speeds. To score, players who have picked up Funny Bones must stand at the base of the exit portal without any living enemies present. Although the exit portal is permanently open, its high placement make it difficult for classes without [[jumping]] techniques (like [[Heavy|Heavies]] and [[Sniper]]s) to reach it, which need to jump onto the thin low walls surrounding the delivery zone first and into the portal second if they wish to leave early. When the entry portal is closed, the previously green atmosphere turns orange and players still in the Clown Core start taking damage, however the exit | + | * '''Clown Core''': The delivery zone. It lasts for 43 seconds before closing. Players are overhealed when they enter and have a continuous speed boost while inside, as well as increased weapon stats such as faster firing and reload speeds. To score, players who have picked up Funny Bones must stand at the base of the exit portal without any living enemies present. Although the exit portal is permanently open, its high placement make it difficult for classes without [[jumping]] techniques (like [[Heavy|Heavies]] and [[Sniper]]s) to reach it, which need to jump onto the thin low walls surrounding the delivery zone first and into the portal second if they wish to leave early. When the entry portal is closed, the previously green atmosphere turns orange and players still in the Clown Core start taking damage, however green gas starts blasting from the base of the exit tower giving players a jump boost that helps players escape. Once they exit, players are dropped through a dropdown into the main spawn room. |
<gallery> | <gallery> | ||
Line 87: | Line 79: | ||
</gallery> | </gallery> | ||
− | == Strategy == | + | == {{heading|Strategy}} == |
{{map strategy link|Circus|main=yes|stub=yes}} | {{map strategy link|Circus|main=yes|stub=yes}} | ||
− | == Update history == | + | == {{heading|Update history}} == |
− | '''{{Patch name|10|10|2024 | + | '''{{Patch name|10|10|2024|num=1|major=Scream Fortress 2024}}''' |
* Added Circus to the game. | * Added Circus to the game. | ||
Line 103: | Line 95: | ||
* Fixed some gaps in geometry. | * Fixed some gaps in geometry. | ||
− | == Bugs == | + | == {{heading|Changelog}} == |
+ | {{Changelog note}} | ||
+ | {{Changelog|'''Changelog (October 5, 2020)''' | ||
+ | *Adjusted respawn room visualizers | ||
+ | |||
+ | '''Changelog (October 5, 2020)''' | ||
+ | *Added more walls and spikes to some of the roofs | ||
+ | **These walls should still keep jumping onto the roofs fun and viable, but limit the vision of people and sentries | ||
+ | *Reworked the Bonzo pit | ||
+ | **Bonzo will no longer bounce you back up, instead, there are 4 circiling bongo drums in the pit | ||
+ | **These drums slowly spin around the center point, and knock you back onto the battle field, away from the capture point | ||
+ | *New Respawn room visualizer placement | ||
+ | **The invisible respawn room walls have been pushed forward for both teams | ||
+ | **Placement of new barriers will hinder a flanker's rotating outside of spawn, and allow for a bit more safety when pushing out while still being open for attack | ||
+ | *Jump pads updated | ||
+ | **Air strafing now kicks in after around a second of flight. Players still have influence in their flight, but is slightly more predictable | ||
+ | **Triggers have been made smaller to lower the chances of accidental flinging | ||
+ | *Capture time has been halved | ||
+ | **This change was done to encourage capturing the objective instead of dominating the enemy's spawn | ||
+ | *Added a long fall pit in the main launch pad room | ||
+ | *Fixed overblown light glow sprites | ||
+ | *Fixed Bonzo playing his puke sounds twice | ||
+ | *A ghost now rests on top of the control point roof, preventing players from attacking on top | ||
+ | |||
+ | '''Changelog (October 18, 2020)''' | ||
+ | *Map is now Player Destruction | ||
+ | **30 second capture period, 45 second fight period | ||
+ | **At the end of every capture period, the point will close and suffocate anyone inside | ||
+ | **There will then be a re-roll that determines an effect the hoop will provide | ||
+ | ***Speed (6s) | ||
+ | ***Mini-crits (6s) | ||
+ | ***Underworld Portal (surviving hell awards you with a buff and a core) | ||
+ | ***Bonus Ducks (gain a core) | ||
+ | ***Ubercharge (4s) | ||
+ | **Each effect has a text prompt on the screen and a unique outline inside the portal | ||
+ | *Undid respawn room visualizer changes | ||
+ | *Fixed cubemaps | ||
+ | *Updated stairs to use block bullet colliders instead of player clips | ||
+ | *Updated Railings to be non-solid and have player clip colliders | ||
+ | *Removed some large walls added in a2 | ||
+ | *Fixed some floating balloon bombs | ||
+ | *Fixed a broken trigger causing players not to be hurt when standing inside the hoop | ||
+ | *Fixed missing overlays on the jump pads | ||
+ | *Various details | ||
+ | |||
+ | '''Changelog A4 (April 20, 2022)''' | ||
+ | *Added more spawn exits for each team | ||
+ | **You now spawn outside the map in front of 3 traincars | ||
+ | **Each open cab on the train represents a spawn exit you can select, including two new spawns for each team | ||
+ | **Stepping in a train car will teleport you to the appropriate spawn and give you a brief duration of ubercharge and speed to combat spawn camping | ||
+ | **You can walk backwards in any spawnroom to take yourself back to the traincars | ||
+ | *Lowered respawn times from wavetime 4 to 3 | ||
+ | *Added arrow sprite above the point and a cap base prop when the core capture zone is open | ||
+ | *Extended the time the capture zone is open to 45 seconds (previously 30 seconds) | ||
+ | *The Hoop will no longer start with an effect, so players have time to acclimate to it before the random effects start happening | ||
+ | *Added more ghosts that will spook you if you try to camp on various roofs on the map | ||
+ | *Fixed up various clipping, collisions, and stuckspots | ||
+ | *Adjusted hoop re-roll text to be a bit more descriptive | ||
+ | *Changed the "Ubercharge" hoop event to "health", which gives you a burst of healing and can overheal. Go thru the hoop multiple times to stack it! | ||
+ | *Widened some jump pad holes to make landing in them easier | ||
+ | |||
+ | '''Changelog A5 (April 29, 2022)''' | ||
+ | *Replaced hell with a custom kart track | ||
+ | **The track is full of hazards, health, and boost pads | ||
+ | **Avoid getting knocked off by enemy racers | ||
+ | **Reach the end of the track without dying to gain a bonus duck and buffs | ||
+ | *Tweaked the capture zone | ||
+ | **The control point will now sound an alarm before closing | ||
+ | **Added more cover from the rooves while capturing | ||
+ | *Brightened some lighting across the map | ||
+ | *Remade the bonzo pit | ||
+ | *Added more team coloring to each side of the map | ||
+ | *Added a roof above some of each team's bases to make bombing harder | ||
+ | *The score requirement per player has been increased from 3 to 5 | ||
+ | *Nobuilt the bridges that connect the center point | ||
+ | *Fixed bongos only playing their launch particle only once | ||
+ | *Adjusted some stun triggers to reduce unintentional spooking | ||
+ | *Added some fences on some rooves to reduce cheesing | ||
+ | *Fixed the capture zone roof not always stunning players | ||
+ | |||
+ | '''Changelog A6 (June 17, 2022)''' | ||
+ | *The score requirement per player has been decreased from 5 to 4 | ||
+ | *Stun duration from roof ghosts is now much shorter | ||
+ | *Added push triggers and clips around some of the jump pad destinations | ||
+ | **Players will enter the destinations a little easier | ||
+ | **Prevents snipers from standing in unfair spots | ||
+ | *Added collisions to underworld circus tents to prevent players flying through them | ||
+ | *Moved underworld exit teleporters further up to prevent cores sometimes being dropped | ||
+ | *Reduced height of some fences to make air strafing easier | ||
+ | *Adjusted fog to aid player visibility | ||
+ | |||
+ | '''Changelog A7 (June 30, 2022)''' | ||
+ | *Redid scoring mechanic and the hoop | ||
+ | **The capture zone has been replaced with an underworld portal that occasionally lets players into the bumper kart race underworld | ||
+ | **The hoop is now the capture zone, which is always active, taking 5 cores at once | ||
+ | *Removed the hoop effect re-roll mechanic | ||
+ | *The hoop now applies a universal quickheal and speed buff | ||
+ | *Reworked the jump pads | ||
+ | **The pads on each side of the map now alternate every time the portal to hell closes | ||
+ | **Active jump pads now have a green outline | ||
+ | *Redid middle platform | ||
+ | **Replaced the control point container with a pole that raises and lowers | ||
+ | **When the pole lowers, the Kart Race portal takes its place | ||
+ | *Removed ghosts | ||
+ | *Changed environment lighting and fog to aid team recognition | ||
+ | *Replaced hammers in race track with more pumpkin bombs | ||
+ | *Fixed incorrect respawn room triggers on red team | ||
+ | |||
+ | '''Changelog A8 (July 1, 2022)''' | ||
+ | *Added music to the kart race | ||
+ | *Fixed some displacements clipping through the track on the kart race | ||
+ | *Fixed incorrect fog being enabled when dying in the kart race | ||
+ | *Fixed poles at mid being too dark | ||
+ | |||
+ | '''Changelog B1 (January 22, 2023)''' | ||
+ | *Remade the hoop | ||
+ | **The hoop is no longer the capture area | ||
+ | **The hoop now grants cores for successfully jumping through, like a6 | ||
+ | **Replaced the large health kit inside The Hoop with a model of the new pickup, "Funny Bones" | ||
+ | **The Hoop now provides a quickheal buff | ||
+ | *Remade the underworld | ||
+ | **The underworld is now the capture area | ||
+ | **Fight enemies in a big arena with increased fire rate, reload speed, run speed, max health, and spells | ||
+ | **Deposit Funny Bones at the Clown Core in the center of the are | ||
+ | **Enter the Clown Core's portal to exit the underworld at any time | ||
+ | **When the underworld closes, all pickups are disabled, and players must exit to avoid being choked by Laughing Gas | ||
+ | *Changed the Jump Pads | ||
+ | **Added green gradients around active jump pads | ||
+ | **Adjusted jump pad triggers to prevent bumping your head as often | ||
+ | **Jump pads now give knockback immunity for 1.5 seconds | ||
+ | **Added green steam particles when jump pads are used, so you can more easily tell where jumping players are coming from | ||
+ | **Added handrails that appear/disable when the jump pads disable/enable, respective | ||
+ | *Replaced the fortune teller with a large screen that displays the underworld like a cage match | ||
+ | *Changed event timings from 45 seconds to 60 secon | ||
+ | *Points per player requirement changed from 4 to 6 | ||
+ | *Doubled the speed of the bridges at mid | ||
+ | *Replaced stun-roofs with proper clipping and slopes | ||
+ | *Removed janky halloween fences that were restricting air movement | ||
+ | *Reclipped some railings across the map | ||
+ | *Widened a few gameplay spaces | ||
+ | *Detailing | ||
+ | |||
+ | '''Changelog B2 (January 25, 2023)''' | ||
+ | *Improved FPS | ||
+ | *Added a sprite above the mid portal, pointing players to where they should take cores | ||
+ | *Reduced max health buff in the Clown Core | ||
+ | *Added steam that boosts players up to the exit portal when the Clown Core closes | ||
+ | *Added red fog that signifies the Laughing Gas | ||
+ | *Reduced DPS of the Laughing Gas | ||
+ | *Updated the HUD to make it compatible with custom HUDs (Thanks Aar!) | ||
+ | *The Clown Core now stays open 15 less, and downtime is active for 15 seconds longer | ||
+ | *Added new HUD icons for when the portal to the Clown Core is active and inactive | ||
+ | *Fixed erroneous clip brushes that caused players to bump their heads when using jump pads | ||
+ | |||
+ | '''Changelog B3 (January 31, 2023)''' | ||
+ | *Massively improved FPS | ||
+ | *Fixed props popping in and out | ||
+ | *Changed color of underworld smoke particles to better fit the gas | ||
+ | *Slightly reduced laughing gas damage | ||
+ | *Shifted geometry around each team's battlements to make stairs less campable | ||
+ | *Detailing tweaks | ||
+ | |||
+ | '''Changelog B4 (August 15, 2023)''' | ||
+ | *Replaced the spells inside the clown core with medium health kits | ||
+ | *Removed the small health kits from the clown core | ||
+ | *Removed the max health buff from the clown core | ||
+ | *Adjusted clipping in spawn | ||
+ | *Adjusted glass at jump pad locations | ||
+ | *Reduced some jump pad trigger sizes so you're less likely to approach them from an unideal angle | ||
+ | *Fixed some jump pad particles activating when they weren't supposed to | ||
+ | *Adjusted hoop core reward trigger to reduce duplicate pass-throughs | ||
+ | *Added more team color across some interiors | ||
+ | }} | ||
+ | |||
+ | == {{heading|Bugs}} == | ||
* All [[Halloween Spells#Types of Spells|footprint effects]], except [[Headless Horseshoes (halloween spell)|Headless Horseshoe]], are replaced with the [[Particle effects#Map Stamps effect|map stamps effect]].<ref>[https://www.youtube.com/watch?v=BUp7sCeXlr0 Video] demonstrating the footprint bug</ref> | * All [[Halloween Spells#Types of Spells|footprint effects]], except [[Headless Horseshoes (halloween spell)|Headless Horseshoe]], are replaced with the [[Particle effects#Map Stamps effect|map stamps effect]].<ref>[https://www.youtube.com/watch?v=BUp7sCeXlr0 Video] demonstrating the footprint bug</ref> | ||
− | == Gallery == | + | == {{heading|Gallery}} == |
<gallery> | <gallery> | ||
− | |||
File:Circus overworld overivew.png|Overview of the initial spawn area. | File:Circus overworld overivew.png|Overview of the initial spawn area. | ||
File:Circus underworld overview.png|Overview of the Circus' underworld. | File:Circus underworld overview.png|Overview of the Circus' underworld. | ||
File:Circus Pickup Funnybones.png|The Funny Bones pickup. | File:Circus Pickup Funnybones.png|The Funny Bones pickup. | ||
File:Circus Pickup Funnybones Skull.png|The Funny Bones skull pickup. | File:Circus Pickup Funnybones Skull.png|The Funny Bones skull pickup. | ||
+ | File:Circus hud.png|The [[Heads-up display]] on Circus. | ||
+ | File:Steamworkshop tf2 Circus thumb.jpg|Steam Workshop thumbnail for Circus. | ||
</gallery> | </gallery> | ||
− | == References == | + | == {{heading|References}} == |
<references/> | <references/> | ||
Latest revision as of 22:01, 21 October 2025
Circus | |
---|---|
![]() | |
Basic Information | |
Map type: | Player Destruction |
File name: | pd_circus
|
Released: | October 10, 2024 Patch (Scream Fortress XVI) |
Variants: | Nucleus (King of the Hill), Galleria, Nucleus VSH and Nucleus (Arena) |
Developer(s): | Liam "Diva Dan" Moffitt Aeon "Void" Bollig donhonk |
Map Info | |
Environment: | Circus |
Setting: | Nighttime, Halloween |
Hazards: | Pitfall, banana peel, fire |
Hazards (Underworld): | Health drain |
Map Items | |
![]() |
![]() ![]() |
![]() |
![]() ![]() |
![]() |
![]() |
Map Photos | |
Map overview | |
Map Stamp | |
![]() | |
Supporters Leaderboard |
“ | WELCOME TO THE CIRCUS!
— Circus publicity blurb
|
” |
Circus is a community-created Player Destruction map added in the Scream Fortress 2024 update. It is set inside a macabre circus tent implied to be run by Merasmus. The goal is to deliver Funny Bones to the Circus Core, which opens periodically at the center of the map. Funny Bones can be acquired either by picking them up from dead players, or by passing through the central ring via jump pads that appear on the sides of the map. Various displays around the circus show the arena of the Circus Core, allowing players to observe it from outside.
Circus was contributed to the Steam Workshop.
Locations
- Outside Grounds: Unlike other maps, teams do not spawn in their respective respawn areas. Instead, they are first placed inside an isolated section of the map in which they can access three portals that lead to their spawn rooms. In order to prevent spawn camping, players are invulnerable and have increased move speed while in and shortly after exiting the portals. On each portal's end is another green exit portal that returns players back to the Outside Grounds, should they so desire.
- Lower: This is the left-most/right-most portal. It leads players to a secluded spawn room that exits onto the Perimeter.
- Main/Middle: Takes players to the central spawn room located behind one of the Bridges.
- Upper: The right-most/left-most portal. It leads to another secluded spawn room, this one being near the Cannon Building.
- The Hoop: The rotating, flaming hoop which dominates the center of the map. Jump pads that alternate in placement can launch players to it, allowing them to pass through the hoop to collect Funny Bones and gain a temporary speed boost and health regeneration, as well as to quickly cross to the opposite side of the map. Every 74 seconds, the base lowers with bridges extending to it so that the portal to the Clown Core can open and players can deliver the Funny Bones they collected in order to score.
- The Bridges: Once the aforementioned time limit has expired, the portal to the Clown Core opens and bridges extend out so that it is reachable. There are four bridges, one on each side in front of each team's main spawn, and two far bridges in the center between the spawns.
- Bonzo's Pit: Directly below The Hoop is Bonzo's gaping maw with a narrow catwalk suspended just above it. The catwalk holds a medium health kit, but the pit is unavoidable death - unless the player manages to land on one of the floating bongos, which bounce them back up to safety.
- Jump Pads: The main way to access the Hoop. The Jump Pads have two possible configurations. The first one is a single large pad positioned centrally inside the Cannon Building. The other configuration is made up of two smaller pads which are placed on the opposite sides of the Jumbotron Building. Every time the Clown Core closes and the Hoop is raised back up, the message "Swapping the jump pads..." appears, after which the pads disappear for a couple of seconds before appearing in a new configuration, followed by the announcement "The pads have moved!" Outline of the pads, in whichever position they may be in, is visible through the walls at all times.
- The Perimeter: The series of ledges and catwalks which directly surround Bonzo's Pit. The Perimeter is further divided into RED-Side Perimeter and BLU-Side Perimeter, based on which spawn room is on that side of the map. Narrow wooden bridges to the Clown Core appear across the pit after the portal is opened.
- Roofs: On top of the buildings along the perimeter are roofs which are accessible by Rocket Jumping or Sticky Jumping. These are useful spots, as they give a great height advantage and a view of the entire area.
- Jumbotron Building: The Jumbotron Building is one of the buildings on the perimeter. It has no bridge connecting to the portal from it, but has a bridge connecting to the catwalks at the base of The Hoop.
- Cannon Building: Directly across from the Jumbotron Building is the Cannon Building. It is entered from each team's side by a set of staircases and in its center are two sets of staircases which lead down to the central bridge of the portal. On each side there are entrances to balconies which overlook most of the area. In the far back of the building is a hazardous pit.
- Clown Core: The delivery zone. It lasts for 43 seconds before closing. Players are overhealed when they enter and have a continuous speed boost while inside, as well as increased weapon stats such as faster firing and reload speeds. To score, players who have picked up Funny Bones must stand at the base of the exit portal without any living enemies present. Although the exit portal is permanently open, its high placement make it difficult for classes without jumping techniques (like Heavies and Snipers) to reach it, which need to jump onto the thin low walls surrounding the delivery zone first and into the portal second if they wish to leave early. When the entry portal is closed, the previously green atmosphere turns orange and players still in the Clown Core start taking damage, however green gas starts blasting from the base of the exit tower giving players a jump boost that helps players escape. Once they exit, players are dropped through a dropdown into the main spawn room.
Strategy
![]() | “Sun Tzu's got nothing on us!” This map's Community strategy page is a stub. As such, it is not complete. You can help the Team Fortress Wiki Community Strategy Project by expanding it. Notes: None added |
Update history
October 10, 2024 Patch 1 (Scream Fortress XVI)
- Added Circus to the game.
- Fixed spell books being prompted despite none spawning in the map.
- Reduced points per player from 6 to 5.
- Reduced distracting lighting and details around the inaccessible areas of the circus.
- Fixed being able to place Teleporters too close to spawn doors.
- Fixed erroneous collisions.
- Fixed small displacements cutting through walls.
- Fixed some gaps in geometry.
Changelog
- Adjusted respawn room visualizers
Changelog (October 5, 2020)
- Added more walls and spikes to some of the roofs
- These walls should still keep jumping onto the roofs fun and viable, but limit the vision of people and sentries
- Reworked the Bonzo pit
- Bonzo will no longer bounce you back up, instead, there are 4 circiling bongo drums in the pit
- These drums slowly spin around the center point, and knock you back onto the battle field, away from the capture point
- New Respawn room visualizer placement
- The invisible respawn room walls have been pushed forward for both teams
- Placement of new barriers will hinder a flanker's rotating outside of spawn, and allow for a bit more safety when pushing out while still being open for attack
- Jump pads updated
- Air strafing now kicks in after around a second of flight. Players still have influence in their flight, but is slightly more predictable
- Triggers have been made smaller to lower the chances of accidental flinging
- Capture time has been halved
- This change was done to encourage capturing the objective instead of dominating the enemy's spawn
- Added a long fall pit in the main launch pad room
- Fixed overblown light glow sprites
- Fixed Bonzo playing his puke sounds twice
- A ghost now rests on top of the control point roof, preventing players from attacking on top
Changelog (October 18, 2020)
- Map is now Player Destruction
- 30 second capture period, 45 second fight period
- At the end of every capture period, the point will close and suffocate anyone inside
- There will then be a re-roll that determines an effect the hoop will provide
- Speed (6s)
- Mini-crits (6s)
- Underworld Portal (surviving hell awards you with a buff and a core)
- Bonus Ducks (gain a core)
- Ubercharge (4s)
- Each effect has a text prompt on the screen and a unique outline inside the portal
- Undid respawn room visualizer changes
- Fixed cubemaps
- Updated stairs to use block bullet colliders instead of player clips
- Updated Railings to be non-solid and have player clip colliders
- Removed some large walls added in a2
- Fixed some floating balloon bombs
- Fixed a broken trigger causing players not to be hurt when standing inside the hoop
- Fixed missing overlays on the jump pads
- Various details
Changelog A4 (April 20, 2022)
- Added more spawn exits for each team
- You now spawn outside the map in front of 3 traincars
- Each open cab on the train represents a spawn exit you can select, including two new spawns for each team
- Stepping in a train car will teleport you to the appropriate spawn and give you a brief duration of ubercharge and speed to combat spawn camping
- You can walk backwards in any spawnroom to take yourself back to the traincars
- Lowered respawn times from wavetime 4 to 3
- Added arrow sprite above the point and a cap base prop when the core capture zone is open
- Extended the time the capture zone is open to 45 seconds (previously 30 seconds)
- The Hoop will no longer start with an effect, so players have time to acclimate to it before the random effects start happening
- Added more ghosts that will spook you if you try to camp on various roofs on the map
- Fixed up various clipping, collisions, and stuckspots
- Adjusted hoop re-roll text to be a bit more descriptive
- Changed the "Ubercharge" hoop event to "health", which gives you a burst of healing and can overheal. Go thru the hoop multiple times to stack it!
- Widened some jump pad holes to make landing in them easier
Changelog A5 (April 29, 2022)
- Replaced hell with a custom kart track
- The track is full of hazards, health, and boost pads
- Avoid getting knocked off by enemy racers
- Reach the end of the track without dying to gain a bonus duck and buffs
- Tweaked the capture zone
- The control point will now sound an alarm before closing
- Added more cover from the rooves while capturing
- Brightened some lighting across the map
- Remade the bonzo pit
- Added more team coloring to each side of the map
- Added a roof above some of each team's bases to make bombing harder
- The score requirement per player has been increased from 3 to 5
- Nobuilt the bridges that connect the center point
- Fixed bongos only playing their launch particle only once
- Adjusted some stun triggers to reduce unintentional spooking
- Added some fences on some rooves to reduce cheesing
- Fixed the capture zone roof not always stunning players
Changelog A6 (June 17, 2022)
- The score requirement per player has been decreased from 5 to 4
- Stun duration from roof ghosts is now much shorter
- Added push triggers and clips around some of the jump pad destinations
- Players will enter the destinations a little easier
- Prevents snipers from standing in unfair spots
- Added collisions to underworld circus tents to prevent players flying through them
- Moved underworld exit teleporters further up to prevent cores sometimes being dropped
- Reduced height of some fences to make air strafing easier
- Adjusted fog to aid player visibility
Changelog A7 (June 30, 2022)
- Redid scoring mechanic and the hoop
- The capture zone has been replaced with an underworld portal that occasionally lets players into the bumper kart race underworld
- The hoop is now the capture zone, which is always active, taking 5 cores at once
- Removed the hoop effect re-roll mechanic
- The hoop now applies a universal quickheal and speed buff
- Reworked the jump pads
- The pads on each side of the map now alternate every time the portal to hell closes
- Active jump pads now have a green outline
- Redid middle platform
- Replaced the control point container with a pole that raises and lowers
- When the pole lowers, the Kart Race portal takes its place
- Removed ghosts
- Changed environment lighting and fog to aid team recognition
- Replaced hammers in race track with more pumpkin bombs
- Fixed incorrect respawn room triggers on red team
Changelog A8 (July 1, 2022)
- Added music to the kart race
- Fixed some displacements clipping through the track on the kart race
- Fixed incorrect fog being enabled when dying in the kart race
- Fixed poles at mid being too dark
Changelog B1 (January 22, 2023)
- Remade the hoop
- The hoop is no longer the capture area
- The hoop now grants cores for successfully jumping through, like a6
- Replaced the large health kit inside The Hoop with a model of the new pickup, "Funny Bones"
- The Hoop now provides a quickheal buff
- Remade the underworld
- The underworld is now the capture area
- Fight enemies in a big arena with increased fire rate, reload speed, run speed, max health, and spells
- Deposit Funny Bones at the Clown Core in the center of the are
- Enter the Clown Core's portal to exit the underworld at any time
- When the underworld closes, all pickups are disabled, and players must exit to avoid being choked by Laughing Gas
- Changed the Jump Pads
- Added green gradients around active jump pads
- Adjusted jump pad triggers to prevent bumping your head as often
- Jump pads now give knockback immunity for 1.5 seconds
- Added green steam particles when jump pads are used, so you can more easily tell where jumping players are coming from
- Added handrails that appear/disable when the jump pads disable/enable, respective
- Replaced the fortune teller with a large screen that displays the underworld like a cage match
- Changed event timings from 45 seconds to 60 secon
- Points per player requirement changed from 4 to 6
- Doubled the speed of the bridges at mid
- Replaced stun-roofs with proper clipping and slopes
- Removed janky halloween fences that were restricting air movement
- Reclipped some railings across the map
- Widened a few gameplay spaces
- Detailing
Changelog B2 (January 25, 2023)
- Improved FPS
- Added a sprite above the mid portal, pointing players to where they should take cores
- Reduced max health buff in the Clown Core
- Added steam that boosts players up to the exit portal when the Clown Core closes
- Added red fog that signifies the Laughing Gas
- Reduced DPS of the Laughing Gas
- Updated the HUD to make it compatible with custom HUDs (Thanks Aar!)
- The Clown Core now stays open 15 less, and downtime is active for 15 seconds longer
- Added new HUD icons for when the portal to the Clown Core is active and inactive
- Fixed erroneous clip brushes that caused players to bump their heads when using jump pads
Changelog B3 (January 31, 2023)
- Massively improved FPS
- Fixed props popping in and out
- Changed color of underworld smoke particles to better fit the gas
- Slightly reduced laughing gas damage
- Shifted geometry around each team's battlements to make stairs less campable
- Detailing tweaks
Changelog B4 (August 15, 2023)
- Replaced the spells inside the clown core with medium health kits
- Removed the small health kits from the clown core
- Removed the max health buff from the clown core
- Adjusted clipping in spawn
- Adjusted glass at jump pad locations
- Reduced some jump pad trigger sizes so you're less likely to approach them from an unideal angle
- Fixed some jump pad particles activating when they weren't supposed to
- Adjusted hoop core reward trigger to reduce duplicate pass-throughs
- Added more team color across some interiors
Bugs
- All footprint effects, except Headless Horseshoe, are replaced with the map stamps effect.[1]
Gallery
The Heads-up display on Circus.
References
|
|