Blood Run update: Three new Champions, balance changes, and map fixes
A new update has been released for Blood Run, adding new characters, balance adjustments, map fixes, and quality-of-life improvements.
Here is the full list of changes:
Champions
Three characters have been added to the roster:
Balance changes:
Arenas:
Arabian Nights
Hangar 18
Deep Inside
Audio:
General:
Servers:
Source:
t.me/bloodrun_pts
Here is the full list of changes:
Champions
Three characters have been added to the roster:
- TankJr: Active ability is an Energy Shield that reduces incoming damage by 40%. Pressing the ability key again toggles the shield into a laser beam (10 damage every 0.1s, 2024 range). A third press deactivates it. Maximum duration is 5s. Passive ability is a directional dash.
- Phobos: Active ability doubles weapon swap speed for 5 seconds and adds a visual shell effect. Passive ability is a double jump.
- Bones: Active ability, Reincarnation, instantly teleports the character to the furthest spawn point, leaving gibs behind without triggering a death or losing a frag. Passive ability reduces damage from lava, slime, and falling by 50%.
Balance changes:
- Visor: Added a new passive ability where consecutive Railgun hits increase the damage of the next shot (80 -> 85 -> 90 -> 95 -> 100, +5 per hit, up to 4 stacks). A miss or death resets the streak. Faster weapon switching now only applies during his active ability.
- Slash (In Development): Crouchslide reworked: the slide charge now resets upon landing without sliding and on jump pads. Added weapon tilting during slides.
- Patriot: Turret projectile speed increased (1000 -> 2000), and targeting interval reduced (200 -> 150 ms). Fixed turret splash radius and its interaction with Quad Damage and Protection.
- Daemia: Totem projectiles can now travel through teleports (controlled by \g_abilityProjectileTeleport). Fixed a memory leak with multiple totems, duplicate hit sounds, and logged totem destruction in lava as MOD_LAVA.
- Ranger: Added a Quad Damage multiplier for the Dire Orb.
Arenas:
Arabian Nights
- Added new models: a cobra in the pit, custom skeletons near the Red Armor (RA), and zombies replacing the corpses above the Plasma Gun (PG) and near the lower Yellow Armor (YA).
- Raised the archway between the clock and the lower YA; smoothed the wall curvature above the RA.
- Redesigned archway light fixtures, removed teleport opacity, fixed clipping issues in pits and hidden totem spots, and softened bright lighting transitions.
- Improved textures and made minor cosmetic fixes.

Hangar 18
- Fixed exit positions and sizes for the RA teleports. Raised the MH-Tribolt archway and added a Lightning Gun (LG) wallbang spot from the Mega Health (MH).
- Widened the clock corridor wall (RG-RA) for splash damage. Fixed clipping in several areas.
- Updated the area above the RA (added a Selknam Demon statue with effects) and the environment above the skybox line at the RA and MH, including the Bloodrun logo.
- Replaced Q3 skull models in the pit with custom ones; added custom ceiling elements above the HMG and PG for shadows.
- Lowered overall lighting brightness, changed the main light to orange, and added red mini-fixtures.
- Fixed wall/floor designs above the RG and improved various textures.

Deep Inside
- Removed gaps between orb obstacles to prevent Ranger from clipping to the top of the arena.
- Applied picmip protection to light beams and patterned textures.
- Added fish models by the waterfront near the RG, as well as ocean sounds, tree crowns, and marine creature audio.

Audio:
- Added an announcer for achievements: streaks, fast frags, First Blood, Ring Out, Midair, Double Penetration, Tank/Overstacked, lead changes, match results, and item timings.
- Audio is now muffled while a player is dead and awaiting respawn (controlled by \s_deathMuffle, 1 = on by default, 0 = off).
General:
- Added HUD chat: text messages are displayed on the screen. Controlled via \cg_drawChat (1 = on by default) and \cg_chatTime (display duration in seconds, default is 5).
- Weapon drop and raise times are now controlled by \g_weaponDropTime and \g_weaponRaiseTime (200ms by default).
- Added \g_abilityProjectileTeleport (default 1) to allow ability projectiles (Daemia's totem, Patriot's turret) to pass through teleports.
- Fixed trigger doors slamming shut if activated while opening. Moving platforms now crush totems and turrets instead of passing through them.
- Fixed phantom Lightning Gun firing.
Servers:
- PTS MOSCOW 1
- PTS MOSCOW 2
- PTS MOSCOW 3
Source: