New Submission: pl_hoodoo

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Downloads: A new file has been added by Youme:

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.

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Recommended config file

mp_maxrounds 7
mp_winlimit 7

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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
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
This is great! Can't wait to try it out when it's done downloading... :D
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
nope, some fatal problems I missed, this version is totally unplayable, I'll get _b1a out as soon as I get back from holiday, no hope of doing it before then
 

soup!

L1: Registered
Jun 30, 2008
23
0
I can't seem to defend the cart as the red team. The first round there is a playerclip. Also the dirtybomb model is a wireframe. Sucks :(. Ahh well at least the map looks amazing.