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H I G H   V O L T A G E - Capture The Flag

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Log 010-6Ar: 
I can feel it, I can sense, I can hear it
approaching. I need to get away, fast.

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Map by shurbrrt AKA mac_II, 1/19/2024

https://twhl.info/user/view/7802
https://gamebanana.com/members/1721053
https://www.tumblr.com/shurbrrt
discord: ontheborderline#1821

Reimagining of "Voltage_l" by Ruger (2004):
https://www.filefactory.org/tfc/file/1975

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Objective: Enter the enemy Base and make
your way to where their Flag resides in the
Flag Room. Grab it and bring it back to your
Battlements. Place it on the raised square in
your Battlements to capture it.

Scoring: 10 points per Capture.

Other Notes: Flag carriers drop the Flag when
they die. Dropped flags return to their Base
after 60 seconds.

Touching the walls of the coil/voltage will
kill players regardless of what team they are
on. When the coil/voltage is activated by the
button in the foyer, the coil/voltage will
kill any player inside of it for 10 seconds.
The coil/voltage takes 20s to recharge.

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Changelog (b5) 2/13/2024 @ 5:12 AM EST

- Widened the front door tunnel to make it
less chokey
- Put a second doorway in each side of the bunker
- Added a vent shaft in the lower resupply so
that defense can reach the top area before
offense can at the start of the match
- More artpassing; destroyed floor tiles,
pipes, broken lights, et cetera
- Changed the floor & ceiling textures in the
lower resupply to make it more distinct
- Reduced the speed of the resupply doors
to 300 (was 500)
- Added a narrow platform/catwalk area behind
the rebound to make fighting in flag room
more interesting
- Made the rebound a pedestal and moved the
flag 16 units above it to make it scoopable
- Fixed the ladder in flag room being
mountable from the side, and also made the
ladder taller so getting into the bag area
is easier
- Filled the voltage with func_nobuilds

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Changelog (b4) 2/8/2024 @ 11:48 PM EST

- Made the lower tunnel entrance into flag-
room slightly wider
- Made the top spawns offense-only
- Added more spawns in the lower spawnroom
to compensate

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Changelog (b3) 1/25/2024 @ 2:46 AM EST

- Extended the voltages to make them nearly
1.9x longer
- Changed the color of light produced by
the voltages to be more accurate to Voltage_l
- Updated the texture of the scrolling
electricity in the voltages to be more
accurate to Voltage_l
- Major artpass; ventilation system added
to both bases
- Replaced the hill in the midmap with a
shutdown2/well style bunker held up over a
small divet in the ground; Players can move
through the bunker or go under it to reach
the enemy base
- Changed the upper flag room entrance from
a small, chokey corridor to a large tunnel
like the lower entrance and front doors; This
also caused the drop down entrance to be
raised slightly
- Made the lower resupply doors team-colored
to make it easier for players to quickly tell
which resupply room they've spawned in
- Changed the water entrance door (yet again)
to a slow gate that opens like elevator doors
- Added a secret second cap point above each
team's battlements; This is slower than the
regular cap point in almost every situation
- Minor texture changes
- Optimization

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Changelog (b2) 1/19/2024 @ 4:35 PM EST

- Fixed the grenade bag sounds in resupply
not playing
- Flattened the flag pedestals so they don't
feel as awkward and don't block the trimp
from concing onto the ramps infront of the
flag
- Made the logos in the flag room non-solid
- Added a holographic sign above each cap
point telling players that it's a cap point
- Detailed the water entrance, added more
lights and angled walls
- Made the water entrance door bigger &
slower so it's less optimal for attackers
- Changed the texture on the ends of the
battlements doors from STRIPES1 to STRIPES2

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