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pl_hoodoo
README
------------------------
PL_HOODOO BETA 1
(pl_hoodoo_b1)
Gametype: Payload
Players: 24-32
Author: Tim "Youme" Johnson
Contributors: Jeroen "Snipergen" Dessaux
"DigitalReaper"
John "Jimbomcb" McBroom
Wade "Nineaxis" Fabry of http://fabrydesign.com.
"Oxy"
E-mail: die_stumpfe_klingen@hotmail.co.uk
___________________________________
Map description
A standard payload map for Team Fortress 2, Blu are escorting a custom payload model - a dirty bomb - towards the red base.
___________________________________
Recommended config file
mp_maxrounds 7
mp_winlimit 7
___________________________________
Revision History (DD/MM/YY)
Beta 1 released 10/07/08:-
* Added 3D skybox
* Detailed entire map, all developer textures removed.
* Lighting vastly improved as well as giving lights sources.
* Made all displacements - removing a few lips where players previously had to jump over.
* Optimisation in the form of hints, areaportals, fade distances on props, remodelled props, overlays in place of props, etc.
* Added cart model by Snipergen as well as various miscellaneous models by DigitalReaper
* Added ticking + alarm sound to cart along with explosion particles (waiting on valve to enable them).
* Slight layout tweaks across all three stages, physical changes as well as ammo/health pack amounts and locations adjusted
* locked a door until a certain capture point is capped by Blu.
* Playerclips, clips, blockbullets all added
Alpha 4 released 16/05/08:-
* Added one way (non-team specific) route in stage 1.
* Moved blue spawn in stage 1 into a separate room to prevent major chance of spawn camping.
* Adjusted/added/removed various hoodoos.
* Adjusted/added/removed various health/ammo.
* Added ambulance model by Oxy.
* Tweaked respawn timers.
* Added door models to spawn rooms.
* Added one one-way (non-team specific) route to stage 2.
Alpha 3 released 13/05/08:-
* Prevented cart returning past capture points.
* Removed console error about wrong model type.
* One route made blue-team-only in stage one.
* One route made red-or-blue-team-only in stage three with placeholder visualisers.
* Skybox lowered from its excessive height.
* Added health/ammo packs in all three stages.
* Fixed a spawn oom vis problem where players could walk straight though it.
* Slight layout tweaks.
* Final cap points in second and third stages made narrower.
Alpha 1 released 01/05/08
___________________________________
Known Issues
* Various lightmap issues
* No explosion at the end of the map, neither physical(being worked on) or particle effect(valve claim to be working on this...)
* Alarm sound glitches when the final capture point is taken.
___________________________________
Thanks
All members of www.coltsplayground.net and www.tf2maps.net, most notably:
Colt Seavers
Jimbomcb
Snipergen
DigitalReaper
Nineaxis
pl_hoodoo
README
------------------------
PL_HOODOO BETA 1
(pl_hoodoo_b1)
Gametype: Payload
Players: 24-32
Author: Tim "Youme" Johnson
Contributors: Jeroen "Snipergen" Dessaux
"DigitalReaper"
John "Jimbomcb" McBroom
Wade "Nineaxis" Fabry of http://fabrydesign.com.
"Oxy"
E-mail: die_stumpfe_klingen@hotmail.co.uk
___________________________________
Map description
A standard payload map for Team Fortress 2, Blu are escorting a custom payload model - a dirty bomb - towards the red base.
___________________________________
Recommended config file
mp_maxrounds 7
mp_winlimit 7
___________________________________
Revision History (DD/MM/YY)
Beta 1 released 10/07/08:-
* Added 3D skybox
* Detailed entire map, all developer textures removed.
* Lighting vastly improved as well as giving lights sources.
* Made all displacements - removing a few lips where players previously had to jump over.
* Optimisation in the form of hints, areaportals, fade distances on props, remodelled props, overlays in place of props, etc.
* Added cart model by Snipergen as well as various miscellaneous models by DigitalReaper
* Added ticking + alarm sound to cart along with explosion particles (waiting on valve to enable them).
* Slight layout tweaks across all three stages, physical changes as well as ammo/health pack amounts and locations adjusted
* locked a door until a certain capture point is capped by Blu.
* Playerclips, clips, blockbullets all added
Alpha 4 released 16/05/08:-
* Added one way (non-team specific) route in stage 1.
* Moved blue spawn in stage 1 into a separate room to prevent major chance of spawn camping.
* Adjusted/added/removed various hoodoos.
* Adjusted/added/removed various health/ammo.
* Added ambulance model by Oxy.
* Tweaked respawn timers.
* Added door models to spawn rooms.
* Added one one-way (non-team specific) route to stage 2.
Alpha 3 released 13/05/08:-
* Prevented cart returning past capture points.
* Removed console error about wrong model type.
* One route made blue-team-only in stage one.
* One route made red-or-blue-team-only in stage three with placeholder visualisers.
* Skybox lowered from its excessive height.
* Added health/ammo packs in all three stages.
* Fixed a spawn oom vis problem where players could walk straight though it.
* Slight layout tweaks.
* Final cap points in second and third stages made narrower.
Alpha 1 released 01/05/08
___________________________________
Known Issues
* Various lightmap issues
* No explosion at the end of the map, neither physical(being worked on) or particle effect(valve claim to be working on this...)
* Alarm sound glitches when the final capture point is taken.
___________________________________
Thanks
All members of www.coltsplayground.net and www.tf2maps.net, most notably:
Colt Seavers
Jimbomcb
Snipergen
DigitalReaper
Nineaxis