Escort map, while waiting for vavle's goldrush, i decided to make an escort map myself. The setting is a long track through mines and canyons. Red team has to push the car forward and blue has to prevent them from doing that. Red can capture control points that disable the blue team from pushing the cart backward.
known bugs: - train parts before the cart reaches final control point, no idea how thats possible since the onpass that triggers it all is only on that path track, this disables the whole map since it shuts down the triggers surrounding the cart. - ghostcart: trigger_multiple doesnt seem to register all leaving players for some reason, and it has a really hard time to determine deaths. - announcer shuts up at 3rd checkpoint, probably a missing output. - players still get lost, they come out of their spawn, run to a sign and go the wrong way!! only possible fix to this is by placing a lot of gates around the map to close of unused parts, but this can only be done at blue territory, becouse if i do this at red, they will be left behind.
chokepoint problems: sentries on the roofs at second checkpoint are impossible to take out: out of reach for spies and rockets cant hit it since all 3 exits are covered by the single sg. So uber is only way out, so i'll connect the tunnel at the checkpoint with the tunnel above gate 2
Changelog b4: - added alternative routes - added alternative spawn exits - locking unused spawn near the track - added more lights in tunnels - Dynamic cart direction indication for blue - Static arrows for red - reducing time added on cap points - moved final capture point behind the train b3: - lighting - announcer added when capture points are capped b2: - full level - delay added afther capping a checkpoint b1: - Gameplay system and 2 control points





