--------------- Hypercube --------------- --= by [WTF?] Empyre =-- Beta 7 This is a standard CTF game that takes place in the 8 cube-shaped sides of a hypercube. What you see rotating before you is a three- dimentional projection of a hypercube. Scientists discovered this abandoned piece of advanced alien technology in the next parallel universe over from Xen space. It was empty, so they built buildings inside the cubes to form a scientific outpost to study the technology that constructed the hypercube. Now a battle is being waged to control access to this alien technological wonder. NOTES The doors to the enemy base will not open for you when your team has their flag. You have to find some other way out. Legend For Changes + Something that has been added. - Something that has been removed. * Something that has been changed. Changes in the seventh beta: * Fixed all the ladders everywhere so that they are easier to use. Changes in the sixth beta: - Eliminated a further 96 point-based entities and 24 brush-based entities. I hope this will eliminate the server crashes that plagued the fifth beta. + Added alarm sound when either flag reaches the opposing base. Selected a relatively quiet alarm sound because a player can deliberately trigger it repeatedly (spam). Changes in the fifth beta: * Replaced those ugly cube signs I made with high quality signs made for me by the great and noble Crafty Barnardo, using his Photoshop skillz. * Made the cube signs bigger and easier to see. * Made it impossible to block gates with SG or dispenser. This is something I thought I had done in the 3rd beta, but was proven wrong. * Made the flag messages team-specific to make it easier to make bot scripts. * Eliminated the lifts after discovering that players were getting stuck on them. * Combined entities in connected pairs of gates to make them use entities more efficiently, eliminating 24 brush-based entities and 48 point-based entities. * Made it possible to build SG on the cap point. + Added system to announce location of the flag. Changes in the fourth beta: * Changed the rendering mode for the sniper tower railing to solid mode instead of the incorrect texture mode. * Changed the textures for the cube floors and edges. * Changed the message for the doors that won't open when the flag is moved. * Corrected the misshaped walls in resupply buildings with removed sniper towers. * Made the outdoor light dimmer. + Added accent floodlights outside buildings. + Added more indoor lighting fixtures. * Fixed silent ammo packs. + To make sure nobody gets stuck, and although no incident has been reported, added clip brushes to the bottom of the doors that open down, and made sure those doors don't close while player is standing in them. + Added clip brush step to make up-tubes automatic. + Added new "room" for info_player_start. Changes in the third beta: * Widened the space between the supports for the flagpole platform to allow building between them. * Changed func_nobuild on walkway in the facing buildings to allow building anywhere except for the section between the resupply and the the ladder up to the walkway. + While the main building is still protected by a trigger_hurt, all the smaller spawn rooms are now protected by miniturrets. * Eliminated the problem of building so close to a gate that anyone teleporting to that gate is stuck. * Corrected error that displayed #2fort_team_takes_emeny_flag. emeny, lol! * Moved ladders outside facing buildings a little to the left to prevent players getting caught on projection of the wall up from the front of the roof. + Added number signs on the front of the facing buildings. - Removed one sniper tower from each base + Added light fixtures. * Corrected phantom floor in midair outside respawn in facing buildings. * Changed floor subtly while still avoiding the dreaded "Black Hand". Changes in the second beta: + Ladders added outside the bases to allow entry when the doors are denied your team. + Numbered signs added to distinguish the cubes from each other. * Corrected error that displayed "%s lost the flag" on the screen insteaed of in console. * Corrected almost inperceptable angle on the walls on the sides of the entry buildings.