pl_hoodoo [Final release]

YM

LVL100 YM
aa
Dec 5, 2007
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Do you expect to release the thingy we helped contribute material for this morning with beta 2? And, is it a secret?

EDIT: 'snip'

Its not a huge secret. and yes I want to get that out with _b2. I'll poke and prod my video guy to make sure he gets it done.
And starting tomorrow evening I'll be poking and prodding snipergen so he does my explosion.
 
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Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Allright Youme, see this post as a praise, I love the map. It IS valve quality. Just some remarks that I have to make!


Feels a bit VilePickle-ish, the floor I mean, weird texture. Also I miss edges, it's stupid, but we're used to it! It feels a bit wrong.
It's also the first thing you see when you spawn, you have to impress your players even in the spawns :D



Open it up a bit, speaks for itself.



Pure win, beautifull, perfect!



Again, I love it! No remarks here, just thumbs up!



Feels a bit empty there, spice it up :)



It's a final point of the first stage, impress your players! Put something up that roof, a water tower, surprise us ^^



Personally i'd love to see a creek here but I'm quite sure you won't do it.



My biggest request, a simple bridge here. It's nor really functional but it NEEDS to be there!



When I saw this I thought I was playing a vilepickle map, the edges should be darker than the inner brushes.



I love this the most, its perfect.



Visleak I think, move back and forth on this location and watch the buildings in the background. And grasspatches! NEED GRASSPATCHES



Beams beams beams, it looks a bit empty.



This just looks wrong and you know it :p



Just a suggestion, I can't stand see platforms float like this.



I would like to see a diffrent texture for the red shack, it's very contrasting and it's background material. Change it to something inbetween the other two.
And CERTAINLY make the final building impressive, the metal wall looks pale.



So, jezus. I love the map, it's valve quality. I see this in an update.

:thumbup1::thumbup::D:laugh::woot:
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
^ I'm not contributing to the thread but wanted to mention i absolutely LOVE it when members give feedback the way snipergen did, AWESOME man
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I agree with pretty much everything snipergen said. Nice comments. However, what's with hating on vilepickle? He's a good guy and an excellent mapper. Yes, here and there his maps have small issues, but overall they're still far more detailed, play far better, and look far better than 95% of the maps on these forums.

Just don't understand the comments.
 

Username

L2: Junior Member
Aug 26, 2008
96
61
First of all, from what I've seen, it looks beautiful. I'm holding off actually playing it until it's finished, so I can wholly and totally be blown away.
 
Feb 14, 2008
1,051
931
Snipergen, I love the feedback you gave there, you should do that for people's orange maps, show them where to detail, much like how valve work.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Snipergen, I love the feedback you gave there, you should do that for people's orange maps.

sadly 99% of the people who do map orange don't care for anything mentioned above, they just want to make a fun map for friends
 
Feb 14, 2008
1,051
931
sadly 99% of the people who do map orange don't care for anything mentioned above, they just want to make a fun map for friends

I was kind of talking like the dev versions of maps like this, but I take your point.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Allright Youme, see this post as a praise, I love the map. It IS valve quality. Just some remarks that I have to make!

Feels a bit VilePickle-ish, the floor I mean, weird texture. Also I miss edges, it's stupid, but we're used to it! It feels a bit wrong.
It's also the first thing you see when you spawn, you have to impress your players even in the spawns :D
Wow, it looks much better as this. I've been tweaking this spawnroom for quite a while, its been bugging me and I've been annoyed that its so vilestyle.
Open it up a bit, speaks for itself.
This will appear in _b3 (you've got to spread the love around so that each new release is as exciting as the last.
Pure win, beautifull, perfect!
:thumbup1:
Again, I love it! No remarks here, just thumbs up!
Really? I'm not all that happy with this area, although I'm not gunna touch it.
Feels a bit empty there, spice it up :)
I've been adding stuff to the top of the cliffs in the last few days, lots more foliage over everywhere and at the top of the cliffs.
It's a final point of the first stage, impress your players! Put something up that roof, a water tower, surprise us ^^
I'm gunna say _b3 again.
Personally i'd love to see a creek here but I'm quite sure you won't do it.
Nope, not gunna happen, although I did consider it and that area is suposed to be a dried up pool, I might recolour the lillies to a dusty colour and stick that at the bottom...'once there was a pool here..'
My biggest request, a simple bridge here. It's nor really functional but it NEEDS to be there!
:( I didn't want to but loads of people have said it. So its there.
When I saw this I thought I was playing a vilepickle map, the edges should be darker than the inner brushes.
Reworked this, looks much better now.
I love this the most, its perfect.
:thumbup1:
Visleak I think, move back and forth on this location and watch the buildings in the background. And grasspatches! NEED GRASSPATCHES
I think I've fixed the visleak and just to make sure you can't see it if it is still there, I added some more stuff at the top to cover it up. You like grassy patches don't you...
Beams beams beams, it looks a bit empty.
Yeah, one step ahead of you here, added beams in there.
This just looks wrong and you know it :p
This little area (the ramp mainly) got tweaked when I was sorting out the lightmap problems, which have also gone.
Just a suggestion, I can't stand see platforms float like this.
already added those :p in exatly the same place.
I would like to see a diffrent texture for the red shack, it's very contrasting and it's background material. Change it to something inbetween the other two.
And CERTAINLY make the final building impressive, the metal wall looks pale.
This building, or at least the outside, will be reworked, it looks rubbish as it is.

So, jezus. I love the map, it's valve quality. I see this in an update.
:thumbup1::thumbup::D:laugh::woot:
:thumbup:
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
Nice man, you can be sure I will spam the map around.
Can't wait to play the newer versions :D
 
Dec 25, 2007
566
439
Yes, here and there his maps have small issues, but overall they're still far more detailed, play far better, and look far better than 95% of the maps on these forums.

Sturgeon's law.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Sturgeon's law.

Ahh, quite true, but I could go a step further and say he's one of the top 5 mappers for TF2. :) Anyway, back to the thread. I love snipergen's heart smiley faces. :D

Additionally, this is where I was suggesting to add another path into the final room, directly below the "DUNNO":
http://dumpedimage.com/viewer.php?file=lea2o8g8qg9f2770d81.jpg

Something that would lead to the lower area below the bridge. It wouldn't help the attackers all that much, but would be extremely useful for spies and a nifty location for a sneaky teleporter exit and/or offensive sentry. :)
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I've already sent PMs to the admins over at the few brazillian servers to put this map on rotation when it comes out. I love Payload, and I love your map, can't wait for the final release!

hoodo > badwater

edit: I got the Heavy achievment for pushing the cart taking a tour trough your map.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
As borat would say; i liiike.

http://dumpedimage.com/viewer.php?file=lea2o8g8qg9f2770d81.jpg
The white building on the left is missing the far section of roof.

http://dumpedimage.com/viewer.php?file=10024oibwba5s5a9tdhg.jpg
The left piece of corrigated iron on teh floor is pretruding into the wooden frame thing at the end. Also the displacement egde is sorta poking through above that, but i think you would have seen that already.

and pretty much what else snipergen said.

I still have to play this beast.