Fistful of Frags - R_Yell
Changed:
- tp_abandoned: players receive slightly less cash, additional cover added to middle area and less sniping from spawn places

Removed:
- "alias" and "wait" commands

Fixed:
- Teamplay/Elimination servers whose slots are lower than 16 not loading maps properly
- wrong map name in mapcycle_12.txt (thanks to Cedarlug)
- normal skin for black dynamite
Fistful of Frags - Rebel_Y
Changed:
- tp_abandoned: players receive slightly less cash, additional cover added to middle area and less sniping from spawn places

Removed:
- "alias" and "wait" commands

Fixed:
- Teamplay/Elimination servers whose slots are lower than 16 not loading maps properly
- wrong map name in mapcycle_12.txt (thanks to Cedarlug)
- normal skin for black dynamite
Fistful of Frags - R_Yell
Added:
- fof_sawmill by Resi. Please note that this is the first FoF map that only can be played on a dedicated server if it's set to 12 or less slots. It won't work in a rotation along normal or 32 slot maps!!
- Highlighted community servers: an alternative server browser that showcases servers playing game modes as Teamplay, Break Bad, Elimination or Last Man Standing (unofficial game mode). Head over this thread to discuss it.
- cvar fof_sv_maxrounds: specifies max rounds to be played in a TP/ELI mode, requires mp_timelimit set to 0
- cvar fof_sv_winlimit: specifies the score needed to win a map in a TP/ELI mode, requires mp_timelimit set to 0
- cvars fof_sv_mapcycle_dm_12 and fof_sv_mapcycle_dm_32, they set the proper map cycle file for 12 and 32 slots maps
- check that prevents regular/large maps to be loaded in dedicated servers whose slots are lower than 16

Changed:
- Kill assist improved: now there's no minimum damage needed to count towards assist. The accumulated damage still needs to be 40 or higher. If a players heals by drinking whiskey, any assist accumulated damage is decreased by the amount of whiskey drunk
- tp_abandoned: end round score rewards teams defending their home cap point (keep the points gained through that round while attackers lose them). Less sniping from base to base
- Elimination game mode: weapon crates become available progressively: first blue, then red and finally gold

Fixed:
- [Elimination] players able to kill/use weapons after Standoff has been announced, several glitches related to standoff

http://steamcommunity.com/sharedfiles/filedetails/?id=378853548
http://steamcommunity.com/sharedfiles/filedetails/?id=378853510
http://steamcommunity.com/sharedfiles/filedetails/?id=378853372
Fistful of Frags - Rebel_Y
Added:
- fof_sawmill by Resi. Please note that this is the first FoF map that only can be played on a dedicated server if it's set to 12 or less slots. It won't work in a rotation along normal or 32 slot maps!!
- Highlighted community servers: an alternative server browser that showcases servers playing game modes as Teamplay, Break Bad, Elimination or Last Man Standing (unofficial game mode). Head over this thread to discuss it.
- cvar fof_sv_maxrounds: specifies max rounds to be played in a TP/ELI mode, requires mp_timelimit set to 0
- cvar fof_sv_winlimit: specifies the score needed to win a map in a TP/ELI mode, requires mp_timelimit set to 0
- cvars fof_sv_mapcycle_dm_12 and fof_sv_mapcycle_dm_32, they set the proper map cycle file for 12 and 32 slots maps
- check that prevents regular/large maps to be loaded in dedicated servers whose slots are lower than 16

Changed:
- Kill assist improved: now there's no minimum damage needed to count towards assist. The accumulated damage still needs to be 40 or higher. If a players heals by drinking whiskey, any assist accumulated damage is decreased by the amount of whiskey drunk
- tp_abandoned: end round score rewards teams defending their home cap point (keep the points gained through that round while attackers lose them). Less sniping from base to base
- Elimination game mode: weapon crates become available progressively: first blue, then red and finally gold

Fixed:
- [Elimination] players able to kill/use weapons after Standoff has been announced, several glitches related to standoff

http://steamcommunity.com/sharedfiles/filedetails/?id=378853548
http://steamcommunity.com/sharedfiles/filedetails/?id=378853510
http://steamcommunity.com/sharedfiles/filedetails/?id=378853372
Fistful of Frags - R_Yell
Added:
- wall/body penetration icon in death notices (when a shot goes through something before killing a player)
- [level design] New functionality for entity fof_teamplay: output "OnNewRoundRemove" is only executed when cvar fof_sv_optional_output is set to 1. This way mappers can make certain features optional, for server admins to set on or off
- [level design] new brush based entity "fof_dynamite_remover": it just removes any dynamite stick touching this volume

Changed:
- fof_robertlee: performance optimizations
- tp_abandoned: end areas redesigned (team spawns, final capture zone), tornado can be disabled by using cvar "fof_sv_optional_output 1"
- tier 1 weapons equipped from spawn drop less in Team Shootout
Fistful of Frags - Rebel_Y
Added:
- wall/body penetration icon in death notices (when a shot goes through something before killing a player)
- [level design] New functionality for entity fof_teamplay: output "OnNewRoundRemove" is only executed when cvar fof_sv_optional_output is set to 1. This way mappers can make certain features optional, for server admins to set on or off
- [level design] new brush based entity "fof_dynamite_remover": it just removes any dynamite stick touching this volume

Changed:
- fof_robertlee: performance optimizations
- tp_abandoned: end areas redesigned (team spawns, final capture zone), tornado can be disabled by using cvar "fof_sv_optional_output 1"
- tier 1 weapons equipped from spawn drop less in Team Shootout
Fistful of Frags - R_Yell
Added:
- tp_abandoned: a map featuring zone capture with a new twist. Teams must capture a central capture point (neutral), first team completing the capture gets the option to capture enemy base. Defending team can't recapture neutral point but still can force a draw if their home cap point is defended successfully. Credits: Yester/R_Yell
- 2 new sdk maps that show the inners of push the cart game mode. Check fof/mapsrc folder to open them.

http://steamcommunity.com/sharedfiles/filedetails/?id=372121907
Fistful of Frags - Rebel_Y
Added:
- tp_abandoned: a map featuring zone capture with a new twist. Teams must capture a central capture point (neutral), first team completing the capture gets the option to capture enemy base. Defending team can't recapture neutral point but still can force a draw if their home cap point is defended successfully. Credits: Yester/R_Yell
- 2 new sdk maps that show the inners of push the cart game mode. Check fof/mapsrc folder to open them.

http://steamcommunity.com/sharedfiles/filedetails/?id=372121907
Fistful of Frags - R_Yell
Changed:
- weapon drops in Shootout mode decreased as they became too abundant in last update
- golden handgun skins: glowing gold finish
- Elimination game mode: removed a feature that prevented the standoff to start if too many players were armed

Fixed:
- some Linux servers failing to start due libcurl dependency


Video showcasing the different golden gun skins:

http://steamcommunity.com/sharedfiles/filedetails/?id=370049069
Fistful of Frags - Rebel_Y
Changed:
- weapon drops in Shootout mode decreased as they became too abundant in last update
- golden handgun skins: glowing gold finish
- Elimination game mode: removed a feature that prevented the standoff to start if too many players were armed

Fixed:
- some Linux servers failing to start due libcurl dependency


Video showcasing the different golden gun skins:

http://steamcommunity.com/sharedfiles/filedetails/?id=370049069
...