Since that fateful, unpopular thread, the following features have been added:
[li]more generic weapons
[/li][li]Price/Prop Health balancing (sorta)
[/li][li]Many types/sizes of bombs. (Small/med/large; stasis/attraction/repulsion)
[/li][li]A second map
[/li][li]A nextmap vote
[/li][li]A cleanup vote
[/li][li]A skip build phase vote
[/li][li]A turret model and base that don’t quite work. (Bullets come out of the wrong place, textures are corrupt)
[/li][li]Other stuff I’ve since forgotten and considered a base part of the gamemode
To go into detail about the 3 “Special” weapons, the wrench, railgun, and medkit:
[li]Can heal props, and displays their health as a %.
[/li][li]Gives you money for repairing props that need repairing.
[li]Primary Fire is a rapid-fire blast that does about the damage of a magnum, and can shoot through many asteroids at once.
[/li][li]Secondary fire is a short-range frontal burst that outright rapes everything in frount of you.
[li]Primary Fire drops a medkit, you can have only a limited ammout of medkits out at once.
[/li][li]You gain money when someone uses your medkit.
[/li][li]Secondary fire is an uber-charge, with a relatively short timer.
[/li][li]You gain money if you use your uber on someone else, and not just yourself.
[li]You many only have 1 (Yes, 1) of the 3 special weapons at a time.
[/li][li]This is to prevent 1 player from being able to become able to do everything needed to run an effective base.
I don’t really PLAN to continue this, the turrets just frustrated me too much, and it just doesn’t seem popular enough to warrant the work, but hey, if it gets popular, I’ll continue working on it. And so, for that reason: