diff --git a/maps/mp/gametypes/_rank.gsc b/maps/mp/gametypes/_rank.gsc index 47a1cfe..bdf1fa0 100755 --- a/maps/mp/gametypes/_rank.gsc +++ b/maps/mp/gametypes/_rank.gsc @@ -226,7 +226,7 @@ doDvars() { // Put threads that are called with every respawn // No fall damage + speed setDvar("g_speed", 225); setDvar("bg_fallDamageMaxHeight", 1); - setDvar("bg_fallDamageMinHeight", 999); + setDvar("bg_fallDamageMinHeight", 99); // Reduce melee range (useless but can't hurt) self setClientDvar("player_meleeRange", -1); @@ -281,15 +281,15 @@ doDvars() { // Put threads that are called with every respawn } if(self.firstRun) { - self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games presents..."); - self thread maps\mp\gametypes\_hud_message::hintMessage("^7Gun Game"); + self thread maps\mp\gametypes\_hud_message::hintMessage("^:Chroma ^7Games ^4Presents..."); + self thread maps\mp\gametypes\_hud_message::hintMessage("^7High Count Gun Game"); switch(level.variantType) { case 0: - self thread maps\mp\gametypes\_hud_message::hintMessage("^7Random Weapons"); + self thread maps\mp\gametypes\_hud_message::hintMessage("^3Random Weapons"); break; case 1: - self thread maps\mp\gametypes\_hud_message::hintMessage("^7Snipers Only"); + self thread maps\mp\gametypes\_hud_message::hintMessage("^3Snipers Only"); break; } self.firstRun = false;