ctf_avantiville_b15 is a great example of this :)

On Wed, Jan 28, 2009 at 8:53 PM, David Cousins <[email protected]>wrote:

> I do hope this means we will see some official flag based CP maps like
> those that made TFC so varied instead of dull progress bar team
> deathmatch around circles like every current CP map.
>
>
> On 29 Jan 2009, at 01:55, Jonah Hirsch <[email protected]> wrote:
>
> > The cloaked spy+particle effect was a bug?
> > Aw.
> >
> > Nice update though! I like the HUD changes! Also, the multiple ctf
> > points will greatly increase the variety of CTF maps (Do I sense a new
> > official CTF map coming soon?).
> >
> > Jeff Sugar wrote:
> >> Ohhhh, yes. Fantastic! Thanks :D
> >>
> >>
> >>
> >> On Wed, Jan 28, 2009 at 5:32 PM, Jason Ruymen <[email protected]
> >> >wrote:
> >>
> >>
> >>> A required update for TF2 and DODS is now available.  Please run
> >>> hldsupdatetool to receive the update.  The specific changes include:
> >>>
> >>> Team Fortress 2:
> >>> - Added percentage to UberCharge HUD panel for the Medic
> >>> - Added upgrade progress and levels to Engineer HUD panel for all
> >>> buildings
> >>> - Added mp_tournament_allow_non_admin_restart server ConVar to
> >>> allow server
> >>> admin to toggle whether non-admin players can issue the
> >>> mp_tournament_restart ConCommand on the server. Default is 1
> >>> (current
> >>> behavior)
> >>> - Added flag to the gamerules entity so map authors can override
> >>> the HUD
> >>> type being used. Allows map authors to force CTF or CP HUD to be
> >>> used if
> >>> they mix CTF/CP entities in the map
> >>> - Added check in CTF HUD to make sure it doesn't point at disabled
> >>> capture
> >>> zones when the player is carrying the flag. Allows map authors to
> >>> have more
> >>> than one capture zone for each team in the map
> >>> - Changed AutoTeam to give new players to the attackers on attack/
> >>> defend
> >>> maps if the teams are even
> >>> - Fixed Pyro model not animating in the class menu
> >>> - Fixed players getting stuck in the "prepare to respawn..."
> >>> countdown loop
> >>> - Fixed Natascha not getting the proper 75% of damage and slightly
> >>> increased the strength of Natascha's slowdown
> >>> - Fixed teleporter entrance/exit effects being drawn when they
> >>> don't have a
> >>> matching teleporter entrance/exit
> >>> - Fixed announcer saying "the cart is nearing the checkpoint"
> >>> after the
> >>> round has already been won
> >>> - Fixed cloaked spies having a particle-beam effect while standing
> >>> next to
> >>> a dispenser that's healing them
> >>> - Fixed server crash when trying to load a map that contains
> >>> control points
> >>> with duplicate index values
> >>> - Fixed several materials warnings in the console
> >>> - Fixed "Cart.Explode" sound script entry using an unknown sound
> >>> channel
> >>> - Marked the cl_bobcycle and cl_bobup ConVars as cheats
> >>>
> >>> Team Fortress 2 and Day of Defeat: Source:
> >>> - Fixed clients using reloadresponsesystems, sv_soundemitter_flush,
> >>> sv_soundemitter_filecheck, sv_findsoundname, and
> >>> sv_soundscape_printdebuginfo to lag/crash servers
> >>>
> >>> Source Engine:
> >>> - Fixed client "timeout on mapchange" problem
> >>> - Fixed setinfo exploit
> >>> - Marked the r_aspectratio ConVar as a cheat
> >>>
> >>> Server Browser:
> >>> - Renamed "Quick List" to "Map List"
> >>> - Removed minimum ping filter from Map List
> >>>
> >>> Jason
> >>>
> >>>
> >>> _______________________________________________
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> >>>
> >>>
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> >
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>
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