pl_hoodoo [Final release]

Dox

L8: Fancy Shmancy Member
Oct 26, 2007
588
62
Looking forward to final!
 

Ida

deer
aa
Jan 6, 2008
2,289
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pl_hoodoo_b50029.jpg

How's it hanging?

I just played B5. Haven't played Hoodoo since B2 I think, and it was much more fun than I remember. That's all I can say now, really, I need to play a bit more if I'm going to find anything to nitpick about.
 

YM

LVL100 YM
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Dec 5, 2007
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Hah thats pretty good, I don't think its an issue with the map itself, more one of those random engine slip-ups, I'll check the clipping and the displacements there though just incase.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Just played b5. I also havn't managed to play this since b2.

One problem i found was a lot of bumping into things. You need to add a lot more 'smoothing' clips to objects that stick out here and there.

pl_hoodoo_b50002.jpg


I got stuck in there. Also, raise that wall, spies i noticed have free roam almost anywhere on this map untill the last point. Restricting their movement would not be a bad thing. It would also give defenders a reason to go over there as at the moment it's easily assaultable ground. The only other high ground has a blu spawn exit on it.

pl_hoodoo_b50000.jpg


Increase the ceiling height here; it attracts a lot of spam and basically anyone who goes down here gets stuck to the ceiling by the force of explosions (including ubers). Which only emphasised the issue of bumping into the truss's on the ceiling. If you don't increase the ceiling height atleast make the truss's func_illusionary to give a little more space and stop people from getting stuck and unable to proceed down this corridor.

pl_hoodoo_b50003.jpg


This was a really annoying prop. I dunno how you've clipped this but i assume it looks something like the green bit? Either increase to add the blue bit in your clip or remove it all together. I saw a lot of players getting stuck against it (including myself) whilst trying to retreat.

pl_hoodoo_b50001.jpg


I kept catching this also, probably need to increase your clip around it.
 
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Jamster

L1: Registered
Oct 28, 2008
22
12
Very good points there, good spotting.

Also, Youme, seems we haven't had that bug since with the cart. We're running steadily with b5 now.
 

YM

LVL100 YM
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Dec 5, 2007
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Thanks, thats good to know. Are you finding blue win less/more on B5? the spychostats data I have says b4a and b5 are very different percentages.

If you were interested in what caused that bug, it was hte number of players around the cart when it entered the little hut, if there were more than a certain number the cart would be moving fast enough that the deceleration from being sent the 'stop' command wouldn't actually stop it before it hit the next path_track and teleported. Took me a while thinking about it and lots of messing with bots to find it but as you say its [hopefully] fixed forever now.
 

toutfou

L3: Member
Sep 8, 2008
136
16
If you were interested in what caused that bug, it was hte number of players around the cart when it entered the little hut, if there were more than a certain number the cart would be moving fast enough that the deceleration from being sent the 'stop' command wouldn't actually stop it before it hit the next path_track and teleported. Took me a while thinking about it and lots of messing with bots to find it but as you say its [hopefully] fixed forever now.

Interesting, how did you go about fixing it? I have an issue on my map at the moment where the cart will stop until someone re-enters the capture area (red or blu). All numbers disappear from the hud indication and it just sits there. This only occurs when there seems to be a lot of Blu pushing the cart.
 

YM

LVL100 YM
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Dec 5, 2007
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Now that sounds like a totally different issue, one i couldn't diagnose without picking appart all your entities, after all mine was hard enough to find, it took me several versions to nail the problem!
 

toutfou

L3: Member
Sep 8, 2008
136
16
Now that sounds like a totally different issue, one i couldn't diagnose without picking appart all your entities, after all mine was hard enough to find, it took me several versions to nail the problem!
Not chasing a diagnostic just yet ;P Just wondering how you fixed your problem as perhaps there is a link here somewhere (abundance of players around the cart)
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Toutfou; I know exactly what your problem is. Check your remap that sends the information to your logic case. It has a maximum output. If that max is larger than however many cases you have in your case, then it effectively jumps past all the acceleration motions and does nothing. Make sure that hte maximum output = highest case # you have.
 

toutfou

L3: Member
Sep 8, 2008
136
16
Toutfou; I know exactly what your problem is. Check your remap that sends the information to your logic case. It has a maximum output. If that max is larger than however many cases you have in your case, then it effectively jumps past all the acceleration motions and does nothing. Make sure that hte maximum output = highest case # you have.

Cheers mate! Certainly glad I didnt have to attempt to debug this one :)
 

Ida

deer
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Jan 6, 2008
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Gameday impressions:

- Uh...what am I supposed to say? It's pretty much perfectly balanced as far as I can see. :) Not to mention tons of fun.

Well, one tiny thing I guess. In the last RED spawn, it's annoying to spawn facing the wall (well, it's a window, but it counts as a wall in this case). You should push the spawn points back a bit, maybe expand the room a bit backwards, so that you won't have to turn almost 180 degrees before you start moving.
 

YM

LVL100 YM
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Dec 5, 2007
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Yeah I actually changed the way the spawnpoints are just before gameday started, I really didn't want to because I love seeing the battle outside as soon as I spawn but I guess it had to be done :(
I just stuck it in the gameday so I could be absolutely sure it was working well, I'll put it in the next one too and then I'll probably release the final version a day or two later.
 

Ida

deer
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Jan 6, 2008
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Yeah I actually changed the way the spawnpoints are just before gameday started, I really didn't want to because I love seeing the battle outside as soon as I spawn but I guess it had to be done :(

Pssst: Spectator mode. :p

Well, to be honest I haven't noticed where your spectator camera is. The point is, you should get enough of a feel of the battle while waiting to spawn.
 

Codax

L1: Registered
Dec 17, 2008
7
1
Gameday Impression:

Felt pretty good for the short amount of time we played. There were a couple of strange moments trying to get out of the spawn. Can't say just yet, I'd want to play a few more times to play to give you more than just these generalities, but overall I think you're definately doing things right.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Got a strange bug while playing hoodoo yesterday, part2 right spawn exit wouldn't open, there was no player or weapon stuck in it from the previous fight. Never saw this happen before.
it was on part 2 not during a "part1 offense victory spawn rampage" :)
 

Ida

deer
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Jan 6, 2008
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Oh! Oh! I actually have something to report from Gameday.

If I'm not mistaken, anyway, but I'm pretty sure about this. Somehow, I got caught on the one-way door in stage 1 twice in one round. I opened it and went out like normal, but I was stopped and I had to back up and try again both times. Dunno what the problem could be, but I got stuck on the right side, I believe.
 

YM

LVL100 YM
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Dec 5, 2007
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Already fixed that thanks, I'd widened the door but forgot to move the clip brush away from the new open bit.
 

Laz

L420: High Member
Jul 5, 2008
461
35
nothing to remark really, only perhaps put more arrows in there. the first time I played this map I spent to much time wondering what way to go.
Other then that, beautiful map!