@Cooperhawkes - yeah it’s a bit strange to me, but whatever cycling timer is used simply carries on from one map to the next, rather that restarting. Definately seems sloppy coding to me, but then at the time I assume they wouldn’t have thought it mattered really.
@EB - woah… I need to look into that big time. Not that it would change my current circumstance, but if it works the same as remapshader (which is what I was going to use) but without the 16 (15 in ETPro) maximum limit of shaders to change, then this could rock. Actually, if I had the patience, I suppose I could set up a huuuuuuuuuuuge number of shaders and trigger them at quick intervals, but I’d kinda discounted that as too much work anyway - I’ve no idea of the network overhead of doing such a thing and MT is going to have to be very very light on entities (tons used on spawnpoints etc for example). Either way, it’s potentially a new toy to play with, so thanks for pointing that out - I’m amazed I haven’t come across that before, but happy that I have now - have a :drink:
Am going to work on a test map to see what kinda end result I can come up with - will let you guys have a look when it’s done (hopefully soon since I want to get a new version of MT out ASAP).