How to balance rushing water in my map? [Arena]

Lord Ned

L420: High Member
Feb 11, 2008
421
174
Can't find another place to ask this and my feedback thread isn't getting any responses...


What I'm trying to do is balance the rushing water in my map. Here's the map:
arena_hydroelectric_a10000.jpg


And the topdown:
2nrj0hy.jpg


That's how it is now.

I started out with slow water: It would push you to your death if you didn't fight it, but if you actively fought it you could make it to the other end and get out.

However, people didn't like this. They didn't want to spend so long dieing.

So, I sped up the water to a rushing speed. Now you die pretty fast. However, now the complaint is you have no chance to live. (Unless you hit the CP, there's a path out of the water into the CP).

So the only thing I can think of is slowing the water a hair, and adding another ramp/set of steps at the end like this: (Yay mspaint) I've also removed the other pathway across as it's kinda redudant with the CP being so close.

2hf0wn7.jpg


Your thoughts? I'd prefer to keep water in my map... However rushing water could theoretically be moved.
 

SiniStarR

L8: Fancy Shmancy Member
Mar 31, 2009
585
116
i guess try to balance it out, i haven't tried it personally but my guess would be to keep experimenting with it. Sometimes it takes several tries before it comes just right.

Whats your method for pushing people off?
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
How about... making multiple pushes, and scale the speed so the closer you are to the edge, the faster it goes?
 

Scruga

L1: Registered
Dec 8, 2008
39
0
I think ramps in the end would work. This forces players to focus on the water while not making it too easy/impossible. If they don't focus on steering to the right end they will miss the ramps and end up dead =)
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
You don't need a push to kill, just use that for water speed.

Use trigger hurts to kill. You can graduate them to more hurt towards the ends of the map.

In this case I think I'd leave a long river leaving that players wash down a bit, at least their corpse after they die so they don't get that pinned against a wall thing.

Be sure to put danger signs above wwater too.
 
Sep 12, 2008
1,272
1,141
How about... making multiple pushes, and scale the speed so the closer you are to the edge, the faster it goes?

this happens automaticly with pushes. The player starts moving in one direction and gets pushed harder and harder, until it reached the maximum, which is given in the entity properties.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
this happens automaticly with pushes. The player starts moving in one direction and gets pushed harder and harder, until it reached the maximum, which is given in the entity properties.
That hardly counts... it happens in less than a second. Unless you're speaking of vertical pushes in which case it's a whole different thing.

I like that idea. Water does flow faster near the falls.
 

Lord Ned

L420: High Member
Feb 11, 2008
421
174
While that's realistic (getting faster closer to the edge), I don't think it matches what I want still. I don't think "Little Flow" at the upper-edge (up to the CP) and then faster flow is realistic for an outflow.

Then again TF2 isn't exactly realistic. Will try it the gameday after next.