Map looks cool but I think you should not use too many different respawn times. I suggest the following: healthpacks, batteries, LJ-modules, rechargers -> 30 seconds weapons and ammo -> 20 seconds (HLDM and AG default timings)… thinking about egon I would either place it in a narrow area which is hard to move through or place only very few ammo near it. Personally I’m not a fan of unnecessary complicating item-timings (in reflex, quake, unreal and Half-Life I always timed items by feel) and I think respawn timings should always be the same in every map to avoid confusion… I guess it wouldn’t be too bad if egon respawned each 30 seconds, but really I’d much rather like to see standardized item timings… edit: haven’t played the map yet, but maybe it was better to place less weapons or less ammo in some areas instead of using many different individual respawn times. Also more than 30 seconds respawn time is way too much for any item… But maybe Egon + 2 ammoclips could be an exception if it was easy to reach for the player.
I assure you I have put much thought and care into the weapons/items spawn times, placement and the amount to make sure everything is extremely well balance.
The map dm_airfusion has a very similar weapons/items spawn times that works/flows very well and keeps gameplay fun.
If everyone picks up the tau or gluon and ammo_energy every 15sec, the players will just camp that area as it’s the most powerful weapons for easy kills constantly. (We’ve seen this happen too much in maps)
This is why weapon balance has to be put into place by the mappers. Not only does it keep the flow going with people running around in a map, it makes the experience more enjoyable. (Assures players are not going to exploit the powerful weapons to)
Also note that players drop ammo packs on death.
Main update: Most weapons and ammo have a Ghostly Green effect they are alot more easy to see now.
Green skin health kits and custom armour batterys that flicker.
Moved the Ghost trail to show a new way to get on the church roof plus improved ghost trail effects.
If you survive the trap your player model will be a Ghost.
The Trap button is alot more visible.
Removed trigger_push from confession box teleport.
Disabled weapon spawn effect.
The healing grave sets max health to 125hp.
The healing grave now recharges player armour at 1% per sec.
Fixed the Grenade box for Linux servers.
The first aid Health station will charge the player to 125hp max even if the player has 100hp.
The Health hit on the secret ladder is now temp disabled on map spawn till triggered.
Added: Bicycle model to help the player walk into a jump scare better.
Added: Redeemed sound for trap
Added: player chat Redeemed text
Added: a hat model the player can wear (Even if player dies) that only spawns once per match.
Added: Player clipped the Zombie on the fountain so the player can jump on it to get higher up.
Added: More Grenades on player spawn (max 3)
Added: Rope Ladders X2.
Added: GLUON INBOUND Text
Added: GLUON AVAILABLE Text
Added: GLUON TAKEN Text
Updated: The Super charger feature and model to lost base version.
Updated: The Player spawn system has been updated to lost base version.
Changed: The sign text to a ghostly effect.
Changed: The photo frame picture in the bedroom.
Changed: The Sign text to have a ghost effect.
Changed: The item_weapon_satchel respawn from 45sec to 25sec.
Extra: item_weapon_snark x3.
Extra: item_grenade_rpg x1.
Extra: item_grenade_mp5 x1.
Extra: item_weapon_satchel x1.
Extra: Small Health Vial x5.
Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.