New Submission: pl_hoodoo_b1a

YM

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

pl_hoodoo_b1a

README
------------------------
PL_HOODOO BETA 1
(pl_hoodoo_b1a)

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 29
mp_winlimit 15

___________________________________
Revision History (DD/MM/YY)


Beta 1A released 10/08/08:-

* 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.
* A few props have the wrong collision type.
* A few areas can be seen whilst they shouldn't be rendered.

___________________________________
Thanks

All members of www.coltsplayground.net and www.tf2maps.net, most notably:
Colt Seavers
Jimbomcb
Snipergen
DigitalReaper
Nineaxis
Velvet Fist, Iron Glove
 

Jazz

L5: Dapper Member
Mar 9, 2008
240
23
Looks really REALLY nice so far! I did notice however that some of the gold/rocks (whatever they are) are missing a texture or cubemap, something like that, making it very bright pink. Here are some screenies.

missingtextures.png


I didn't go through the whole level but these are the ones I spotted. I figured since they look like the same textures I wouldn't need to take any more pics.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
yeah a result of screwing up cubemaps somewhat (other reflections still work mind you)
 

Open Blade

L420: High Member
Nov 30, 2007
439
34
My clan just played it for the first time yesterday. We also noticed the pink rocks.

It seemed to be well liked and most people had great things to say about it.

There were a few comments about not enough "metal" around and a few more details were needed in some areas. Looked sorta bare in a few areas. Also, one of the doors you can get stuck in. Maybe they close to fast or make the trigger just a little larger so you have time to clear the door before it closes on you and traps you there.

All in all though I thought it was a good map - very fun to play. The routes were pretty clear and easy to follow. I think a few more hiding places for the Spy's and engineers wouldn't hurt though. Also maybe some grass in a few areas on the displacement would look nice.

Thanks Youme.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
aww shoulda left them there.. like an "easter egg" =p
 
Dec 25, 2007
566
439
It's probably the same door: I got stuck on the doors in stage 3 that unlock to give blu a quick route through to assault the final point: first on the entry door, then later in the round on the exit door.
 
Dec 25, 2007
566
439
Did you fix the doors that get people stuck?
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
We have been trying to play this on my server for a while. (Beta 2)

I don't think stage 2 is winnable. We've had a few rounds where people are up against the cart, the cart is all the way in the shed, but no one wins.

I think the map might be a little better if you just have the cart tap the shed.

You might want to do something about the spawning too, you can snipe spawn in a few places.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
It has been played 174 times on our servers , and blue have won the map in 67.4%, for info goldrush is at 45.9% of blue win.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
yay, final!
question, does it gots asplosion?
Haven't played it since b1 orso