pl_hoodoo [Final release]

Dec 25, 2007
566
441
I just noticed this on b2 -- the blu spawn on stage 3 does not have a func_respawnroom covering the lower half: I was unable to change classes there, I had to run a little further up the ramp.
 

FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
I ran a few rounds of b2 with 15v15. Just some initial impressions:

Stage 1 appears well-balanced now, though I might see a need for moving the one-way door back to its original position. Right now, it gives BLU a slight edge in the game of chicken that inevitably occurs outside one-way doors. Moving it back forces BLU to commit to taking that route without letting BLU make cheap shots with easy cover as in the current position of the one-way door.

Stage 2's balance has swung heavily in favor of BLU. This is vastly preferable to the state it was in during b1, but still requires work. Though this is just an initial assessment, I think you'll want to strongly consider moving the one-way door in the new passageway back further. It is extremely difficult to maintain a sentry-based defense now due to the combined movement of the rock in front of the upper passageway and the addition of the new path behind the platform that I advocated earlier. By moving the one-way door back, there are two main benefits: 1) RED can better defend from the new approach and 2) by allowing RED to occupy that new approach, RED's main defense is thinned out and BLU has an opportunity to distract RED from the main area. In support of the latter benefit, you could expand the new area in line with the "large staging area" I envisioned earlier.

I think the respawn timer on RED is also very harsh. I recall it being 25 seconds during Stage 2.2. Once a large enough mass of BLU formed and was able to pick off RED players, all that was left was 5 seconds worth of cart walking for BLU while RED players were helplessly waiting 25 seconds to respawn.

Stage 3's final area needs some attention, but I'm going to have to observe a few more rounds before I can make a recommendation.

[edit] Emphasis on initial impressions. I've been running b2 periodically and will follow up soon.
 
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YM

LVL100 YM
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Dec 5, 2007
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Thanks floormaster, your feedback is great, its fantastic to have such an enthusiastic tester backing me :thumbup1:
I'm now turning my focus to fine tuning, especially things like respawn and round timings I had suspected that with the extra route in 2.2 red would need a slight boost, I think I'll give red a boos in 3.1 as well there always seems to be a bit of a battle initially but then blue seem to have an easy job until it gets near the end.
I highly suspect that if no major imbalances show up in _b2 that _b3 will actually be _rc (release candidate)

btw, the map is now on this site too - http://forums.tf2maps.net/downloads.php?do=file&id=526
 
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Feb 14, 2008
1,051
932
I ran around the newer version today, still looks great, and despite being small additions, the ABC signs really make a difference. I still say that the round 2/3 spawn is probably the weakest place visually in the place, also, I noticed floaty cabinets:

pl_hoodoo_b20000.jpg
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Hoodoo's way more fun than goldrush. Couple small things:

Coming out of the doorway into the 2-2 staging area. If you're on blue, up and to the right there's a poorly clipped cliff that demomen can sit atop and spam downwards. On the left, there's a rock. This rock is way too good for defenders to the point of being frustrated. Demomen or soldiers can hop up there and spam into the doorway with little fear of repercussion because they can simply drop down and be healed on the other side of the rock. Maybe this is a wanted effect though, not sure
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
:laugh: well spotted

no one found the HL2 props yet? oh shame :p

If I were to guess, is it the levers for the switches? I'd swear I've seen those before in Ep2.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Speaking of the levers... if they're custom, desaturate the red and blue, please. It kind of sticks out too much.

+1 for this suggestion. I was thinking that when I saw them and just forgot to come post.

The map's balance feels much better in b2 and everyone we had playing the map really enjoyed it. Besides the obvious remaining bugs/tweaks (floating cabinets ;)), I think you pretty much nailed it. We had pretty well balanced teams and it played out where the stages got progressively harder for the attackers, which is definitely what you want.

We had 8-8 for it and people, on average, rated it a 4 (which includes one guy voting 1 even though he liked it :)). It's the highest rated custom on our server.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Speaking of the levers... if they're custom, desaturate the red and blue, please. It kind of sticks out too much.

I actually got confused by the levers at first, I thought they were part of some weird gimmick that I'd never heard of, so I'm not sure if I like their presence at all.
 

YM

LVL100 YM
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Dec 5, 2007
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/sighs

they're suposed to be a visual representative of when the one way doors change state, inbetween the two sets no one can go though, before the first its red side to blu side and after the second set its blu to red only. But since I've added the no entry signs they feel a bit redundant.

Mangy why don't you like the no entry signs on the locked doors? so many people ran into them before, now no one does because you can see if they're locked or not (and they're never actually locked, if you're in between the two doors you can always get out.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Oh.. I remember some additional things I was going to post about. :)

1. Your cameras need to be set up so they only show the current stage.
2. I love how you finally separated stage 1 and 2 once you're on stage 2. The fence fits the map very well and looks perfect. It also causes far less confusion. :)
3. I noticed the resupply in the ambulance. Not sure if that was in there before or not, but I got a kick out of it. Nicely done.
4. The bridge in BLU's stage 2 spawn helps a lot. I still think that spawn area could use some additional detail, but functionally it's perfect.
 

terrorist_hell

L1: Registered
Jul 25, 2008
27
0
Excellent map, I got good feedback from some players on our community servers. There are some small issues in v2 so far I've tested it:

- Lightning too bright in spawnroom BLU (don't recall if it's 2nd or 3rd stage)
- No ending explosion? Yet there is damage done.
- Cart wouldn't move in the 3rd stage at first, but when stepping away and trying again, it worked.

Otherwise, great detail in some areas, though others still need attention (which will be adressed I'm sure of that).
 
Feb 14, 2008
1,051
932
Excellent map, I got good feedback from some players on our community servers. There are some small issues in v2 so far I've tested it:

- Lightning too bright in spawnroom BLU (don't recall if it's 2nd or 3rd stage)
- No ending explosion? Yet there is damage done.
- Cart wouldn't move in the 3rd stage at first, but when stepping away and trying again, it worked.

Otherwise, great detail in some areas, though others still need attention (which will be adressed I'm sure of that).

He's working on an endng explosion with Snipergen, hence the damage and the change in the ticking sound.

Also, that problem with the cart happened to me on the first time of playing hoodoo.
 

YM

LVL100 YM
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Dec 5, 2007
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Awesome to hear that sniper, hope you're exams are n't going as badly as you seem to suggest :p

I think I've adressed the issue of the cart not starting properly in stage 3 but the problem isn't the easy fix I thought it was its caused by something else entirely..
More detail being added for _b3, I'd really like to know if people are still getting fps issues on the first stage. I've also done some more balancing, recent playing has told me I went too far with _b2
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
FPS seems excellent on the first stage now. I did upgrade my video card between versions, but I'm comparing to levels I experience on Dustbowl, which are similar.
 

Ida

deer
aa
Jan 6, 2008
2,289
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I usually get FPS issues no matter the map or server. :p

But really, I have yet to notice anything particularily bad about the FPS in stage 1, or anywhere else in Hoodoo for that matter.