Many people have asked for a capture-the-flag style game mode, so I've tried to make something similar, that makes use of the game's core mechanics (in this case, mainly the grapple beam). Each team has to pull a large heavy sphere, using the grapple beam, to their respective goals in order to score points. You can also use the wall kick on the sphere to propel it (although, very slightly, because it really is rather heavy), but just barging into it will have no effect, unless you are the host (Due to complicated networking things that will likely need more work).
This game mode is quite a complex addition, so it's highly likely there will be some undiscovered bugs for me to fix. Do please let me know if you encounter any.
I'm also expecting this game mode will need changing a lot in response to play-testing, as well as the map, seeing as I couldn't rely on the same design principles as the other maps.
Please let me know what you think of the game mode in the forums, as well as any issues you find, or ideas for improvements. An example of something that can be easily changed is the mass of the sphere, to make it easier or harder to pull.
Special thanks this week to RFz, who made the sphere model for the new game mode! If you're wondering why the sphere for "capture the sphere" looks better than anything else in the game, that's why. He also made the furnace mesh which is now making the Factory map look much more characterful.
Also, special thanks to "Dwarfz" for helping me brainstorm ideas for the CTS map. I generally struggle to pull ideas out of nowhere, so this sped the process up significantly, and most of his ideas have made it into the map.
Something to note is that the new game mode requires specially made maps. The only map for it now is the new one: "CTS_One".
Also, I forgot to mention last time, but trying to join the server of someone who doesn't have the update yet, when you do, will result in disconnection, so if that happens a lot around an update, that's probably why.
ADDITIONS:
-NEW GAME MODE: "Capture The Sphere".
-Corresponding map for new game mode: CTS_One. Does not support any other game modes.
-The furnace type thing in the factory map now has an actual model, rather than just a glowing square. This model was also made by RFz. The furnace also now has some concavity, so is more dangerous to fall into.
CHANGES:
-I've increased the player limit for all maps to 12 from 8. The new game mode (and map), I think will be fine with that many players and Cityscape can probably support 12 players properly, but I do not actually recommend you play with that many players on any of the other maps. The game is untested for more than 8 players, so do let me know if you successfully do a game with more than 8 players.
[If you're wondering why I don't just set limits for individual maps it's just because of the dilemma of what to do if the host wants to change map to one that supports less players than are currently in the game. I don't want to stop them doing that while there are no private servers, as it could result in the host being unable to change map due to people joining (which is outside their control). This is hardly an unsolvable problem but, as ever, for the time being, a bit of organisation and cooperation is probably required for decent matches.]
-Doubled the impact force and recoil of the sniper gun.
-Doubled wall width on Cityscape "skybox" to reduce the chances of clipping through them for high speeds and low framerates.
-You will now teleport to a spawn point when the host starts the game
-I've increased the brightness of the fake stars on the "Temple" map. This is with the hope of making it easier to see players who are flying about the ceiling.
-Made grapple beam more glowy. It used to be more glowy and I can't remember why I made it less so.
-Weapons pickups are now ignored if your ammo for that weapon is full. This was mainly due to the addition of team modes, to avoid people picking up weapons they don't need that their teammates could use.
-This hopefully won't have a visible effect for anyone, but for my records: I've increased the client bandwidth cap from 80,000B/s to 160,000B/s.
-I've changed the method by which the in-game ping is acquired from the engine. Bafflingly, this seems to produce different values, for what is not really a complex measurement.
-You can now change team in between games
BUGFIXES:
-Fixed a bug where right mouse clicks weren't registered in the edit controls menu