Is one option better the other?

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
I've been inventing a new map based in the ocean. I need to select either two of these options.

A: Put water directly under the map, with a few exits. This would render the map useless to Pyros.

Or I can do

B: Put water directly under the map then do func_hurt on top and set the cause to *Drown* for damage 1000. This would keep the map fair.

It's a KOTH map, so I need to decide.

Which one should I select?
 
Mar 23, 2010
1,872
1,696
so you either have a pit of water that doesn't really go anywhere (get in water, then get out) or it's a deathpit?

deathpits are more conventional, so i say try that, but try not to make pyro's airblast OP.

valve should really give pyro immunity to drowning, that would 0wn.
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
so you either have a pit of water that doesn't really go anywhere (get in water, then get out) or it's a deathpit?

deathpits are more conventional, so i say try that, but try not to make pyro's airblast OP.

valve should really give pyro immunity to drowning, that would 0wn.
That would unbalance the game.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
But would it really? Water already causes a huge imbalance, yet an almost meaningless one because of how little water exists. I don't just mean pyros either.
 

Crash

func_nerd
aa
Mar 1, 2010
3,319
5,500
I would say just try to creatively limit how often the water is reachable. Put up barriers and fencing. Limit access with buildings. Just like any out of bounds area, it's all a matter of leaving it looking like a smooth transition between playable and non-playable ground.