cp_fnaf_b3b released
Added 2023-03-29 08:24:34 +0000 UTCChanges from b3:
- Sloped the roof of the office to prevent guards from standing on doors
> Both defenders standing on the doors near the office was very difficult to counter since they couldn't be backstabbed. Although this removes a hiding spot for Spies, this should prevent cheese from the defenders.
- Added more decoration to the outside office and basement
- Lowered the fan speeds to make them easier to shoot through
- Made the door into the smaller storage room wider
- Added a new door: Ventilation
> Works as a normal door, but closes 3 instead of just 1. Closing Ventilation blocks both sides of the connecting vent (North Vent), as well as the far end of the vent near Storage (South Vent). Also closes a cosmetic "broken" door near the kitchen to make the point of the button logically consistent.
> This addition pairs with a rule change listed below. We had some issues with attackers using the connecting vents to quickly bypass doors, which made it more efficient to just camp hallways rather than interacting with the map in the intended way. This also lets you trap Spies in the connector if you have good timing, so have fun!
- Reworked the power-out system to be more user friendly
> The button to open the power room can no longer be pressed once the door has already opened
> There is now a light indicator that shows the status of the power room (green = door is closed, red = door is open, yellow = button is on cooldown)
> The 45 second power outage cooldown now starts when the power is restored instead of when the door button is pressed
> Lowered the health of the glass panel to take 1 knife hit or 2 revolver shots to break
> Added more floodlights in several rooms
> I had several people complain that it was hard to tell whether the power room button had already been pressed since it's not easy to spot from a distance (plus, it could reset before the power was turned off, further adding to the confusion). Because of that, people would go out of their way to press the button even though the door was already open, which also had the unintended side effect of making the time between power outages longer. Additionally, since the 45 second cooldown used to be tied to the button that opened the door rather than the button that restores the power, you could spam back-to-back power outages by just waiting out the cooldown before turning off the power. Hopefully these changes make the system more intuitive and consistent.
Rule updates
- Spies may now shoot players through fans
> This is allowed to give Spies more strategies than just rushing into the office every life. We originally allowed this to let the Spies counter the "door Heavy" strategy, but it ended up being a fun playstyle and not too difficult to deal with, so we're keeping it as an option.
- Newly banned weapons:
> Diamondback and Ambassador (now that we're allowing revolvers in certain circumstances, these are necessary to ban)
> Bushwacka (ended up being too powerful when paired with the Cleaner's Carbine since you could delete pushes with minimal effort)
> Gloves of Running Urgently (allowed the 300 health class to reposition around a small map very very quickly)
- Newly unbanned weapons:
> Jarate (ban is effectively getting transferred to the Bushwacka)
> L'Etranger (this was never officially banned, but I mentioned it in a video and wanted to make sure it's officially allowed now)