New Submission: pl_hoodoo

Discussion in 'Maps' started by YM, Aug 10, 2008.

  1. YM

    aa YM LVL100 YM

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    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.

    ___________________________________
    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
     
  2. YM

    aa YM LVL100 YM

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  3. luxatile

    aa luxatile deer

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    This is great! Can't wait to try it out when it's done downloading... :D
     
  4. YM

    aa YM LVL100 YM

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    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
     
  5. soup!

    soup! L1: Registered

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    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.