pl_hoodoo [Final release]

soup!

L1: Registered
Jun 30, 2008
23
0
wow the cordon tool is AMAZING. Thanks a lot for that tip Youme.

I wouldn't be surprised if Valve uses this as the next community map. (if you finish this)
 
Feb 14, 2008
1,051
931
I had the latest version of the map uploaded to a server I know of and we tested it for about 1 hour. The general consensus was happy with the map, and even more so in its favour was the fact that it was the only map I've EVER seen extended on that server. I recorded a demo of the match, and I'll upload it tomorrow.

One thing I would point out, is that the right spawn door on the first blu spawn can be seen right through one of the setup gates from the sniper deck, meaning snipers can literally camp that spawn door. I don't see how this could be fixed however.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Can Oxy, DigitalReaper and Nineaxis post or PM me their names please for the readme file (I know none of you will read this before I upload _b1 but its worth a shot)

(yes that means _b1 is coming before I go on holiday)
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I've seen you hard at work in the SDK on my buddy list. I was hoping we'd get a pre-holiday release!
 

soup!

L1: Registered
Jun 30, 2008
23
0
There is a problem ,you cant get to the cart on red, first round. :(

The map looks amazing though.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
B1A is out, and all I have to say is:

TayZonday_YouTube_1.jpg


PURPLE GOLD
Cubemaps seem to be messed up to me

PURPLE GOLD
The compile didn't go correctly

PURPLE GOLD
I hate to tell you to try again

PURPLE GOLD
B1b will be out when?
 
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Ida

deer
aa
Jan 6, 2008
2,289
1,372
So, I'm coming fresh from the playtest, and I'm definitely not disappointed. In fact, this is probably the best thing since Gold Rush. It's so much fun!

I saw two errors when playing, by the way:

You've got an error with the lights in RED's third base, right next to the exits. The ceiling seems to be completely black in that part, so I guess you forgot to turn off the shadows on the models or something.
You also have some error where, on the final point, the alarm sound kinda locks up when it's capped. I had this on my map too before, and I fixed it by basically disabling the cart and everything that was related to it when the point was capped, so you should probably try that.
 
Dec 25, 2007
566
439
BHF: The latter is certainly in the "Known issues" list.

Yeah, just played four or five rounds, both attacking and defending. We got up to about 8v8, and it was really really good. Played really well, lots of opportunity for every class to shine. And you can't beat PURPLE GOLD! :p
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
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Lights - no idea
Marshmallows - completely intended ;)
Cap sound - thanks I'll give that a go
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Detailing is superb, of course. Optimization is good too.
Couple small things:
A few unacceptably dark areas.
One particularly plain looking spot of ground just outside of Blue on round 2.
Spytech lights inside of barn... idk, a stylistic choice that won't really impact anyone but mappers :p
Awesome canyon detail work off to the side of one of the rounds, but only a small patch of fence lets you see into it. Add a window inside the adjacent house? This is right before the final capture in round 1, the building with the pipes coming out of its basement.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I'm getting b1a put on our server....

from the grand tour I took earlier, she's a beaut. Nice work Youme 'n' Co.

I bring up any issues we happen to find.
 
Feb 14, 2008
1,051
931
Area itself. See, uh, I think one example is underneath the first building you encounter after blue spawn round 2, the little tunnel in there

There are three other dark patches I can think of:
- Under the building in the trench on the 1st cap
- Going up the stairs near the 1st cap (to the right)
- Going through the tunnel to the left of the 3rd cap point (at the top in the building)

All of these areas are also a bit plain as well.
 
Dec 25, 2007
566
439
People, please read other people's notes on the map. Youme doesn't need all of us telling him about the purple gold.

Unless DestroyX was talking about the signal light to the right that's at the wrong angle (should be pointing along the track).

However, DestroyX's image handily shows another thing I think looks odd -- the team logo from the CP butting up against the chute. I'd suggest shortening the chute just a tad.