pl_hoodoo [Final release]

Chilly

L6: Sharp Member
May 3, 2008
326
127
Spacemonkey (pl_cave) also emailed Robin a while back about the particles in the bsp. This was at least 3 months ago. Robin had passed it along to one of their developers who had it as one of his projects. At that time I think there was mention of there not being an ETA, and obviously we're still waiting on it. Seems like it would be a pretty simple fix (add an alternate particle path pointed into the bsp) and yet we're still waiting. :/
 

YM

LVL100 YM
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Dec 5, 2007
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Pssst you're posting in the wrong thread :D

Also, very nice ^^

heh well noticed, to be honest I dunno what happened, I could make up some intricate excuse, but whats the point.

I'll go put it in the right place now...
 

YM

LVL100 YM
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Dec 5, 2007
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Well in this particular incident i was actually referencing the lack of officialisation...

but they've not said much about the particles either.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
I'm sure you could rig something up with a bright green light entity to represent the radiation in an entirely stereotypical way. :p

Also, I still want to see someone add an explosion in the skybox... NUCLEAR BLAST!!

I could probabbly do it, if you want it we can manage that.
 
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Chilly

L6: Sharp Member
May 3, 2008
326
127
Youme, in the shortcut doors on stage 3, I got stuck in both doors as a heavy. I didn't get a chance to test it more, but you should probably try it out to be sure.
 

YM

LVL100 YM
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Dec 5, 2007
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Ah bother, I was sure I'd fixed those doors, oh well I'll go take a look at it again.
 

Icarus

aa
Sep 10, 2008
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This is a small thing, but it seems you haven't set a welcome camera to an info_observer_point

So when you first join the map you can see under the level
 

Nineaxis

Quack Doctor
aa
May 19, 2008
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Also, on stage 2, by red's spawn, there is a chainlink fence that needs a pole model on the right side. Right now it's attached to nothing.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
Also, can you make the map defendable and sentry friendly?
That's the whole problem for me, i love the map, been playing it since the b1a, i put it on 3 of our server it's even the starting map for a clan server, but after spending hours on it, i really think taht the map need better defense spot, the action is almost always taking part on final part of stage1 and second part of stage3. Looking at the heatmap it's very clear after, it was from b1a & b2 also. That's not because there's a 60-40 % of win-loss that's the map is balanced. You need to do somethnig about defense especially create spo for sentry that last more than 2 minutes.
 

YM

LVL100 YM
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Dec 5, 2007
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Also, can you make the map defendable and sentry friendly?

How would you propose I do that? I have no idea how the engineer class works so its very hard for me to design areas for it, so far they've just kinda happened.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
I'll think about it tonight and i ll make proposal.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
How would you propose I do that? I have no idea how the engineer class works so its very hard for me to design areas for it, so far they've just kinda happened.

basically and especially in the last part of the stage 2, the issue is the following :

all "protected" sentry spots are useless.
all useful sentry spots are exposed

An engie can make its sentry "tank" in certain condition (himself not exposed, enough metal, regular but not large damage dealt). This is very effective against snipers, soldiers and heavies from a distance. It does not work against pyros and demomen.

But in the case of this stage, blu attackers have many angles to shoot from, starting with the sniper hideout in front of the end, the upstair exist on the left (red wise) and the main passage. There is one good spot against the main attackers, behind the rock (with the ammo and life layed near). But this spot is virtually useless once a demoman shows in the upster balcony and there isn't any other spot able to protect this one.

As an engineer, I had to try to set up the sentries behind the rock and the small wooden structure that swallows the cart. But from this angle, attackers can take cover behind the cart without any difficulty. To tell the truth we have a handful of uber demoment on our server and this doesn't help at all. They basically nullify the defense on this spot and the start of stage 3.
 
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Chilly

L6: Sharp Member
May 3, 2008
326
127
I disagree with the sentry comments. Anyone that plays with me will vouch that I'm one of the better engineers around, but I mostly play engineer on offense while sticking to spy on defense. That said, there are a number of very good defensive sentry locations around the map to choose from. Yeah, there could be some more, but it's very similar to sentry locations on Dustbowl... you really need another sentry or demoman to help protect your sentry. It's about teamwork. I'll use an overhead image to mark the good defensive and offensive spots in addition to making recommendations for some other spots if youme decides he needs more.
 

YM

LVL100 YM
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Dec 5, 2007
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I'll use an overhead image to mark the good defensive and offensive spots in addition to making recommendations for some other spots if youme decides he needs more.

Well I've often though that the first part of each stage needs to be better defendable, and I've not seen many engies setting up in the first part of each stage so I'm always open to suggestions
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
You have to take into consideration the time it takes to get a full sentry up. If there's no time to do it up front before the setup time runs out, noone will care to build forward sentries.

Also usually the area right outside the enemy gates is a bad place for a sentry, since everyone can see where they are being placed just by watching the engy's move around during setup.
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
You have to take into consideration the time it takes to get a full sentry up. If there's no time to do it up front before the setup time runs out, noone will care to build forward sentries.

Also usually the area right outside the enemy gates is a bad place for a sentry, since everyone can see where they are being placed just by watching the engy's move around during setup.

This is correct, which gives defensive engineers two strategies:
1. Build a ways away from the setup doors so enemies will have used their ubercharges by the time they get to your stuff. A good example is Dustbowl stage 1, where people set up in the building by the first checkpoint. By doing this you're relying on your team to force enemies to pop their ubers out of the gate. If you can't trust them you should run to the setup doors and focus 100% on the medics with your shotgun.

2. Build a dispenser a ways back from the setup area and let it fill. Build a sentry close to the setup gates and get it to a level 2, then leave it and run away. It will force the enemy to use their uber but it'll get destroyed right away. Once it gets destroyed you can quickly build to a level 3 at your dispenser since you have so much metal available. You're relying on your team to hold them off a few seconds here.

Either way there is something to be said for good sentry locations both near and midrange from the setup gates. I'll get to work on that image now. ;)
 

Cerious

L420: High Member
Aug 10, 2008
455
133
Actually, from my experiences as an engy (and I am a VERY good engy, most played class w/ most points), setting up a Lv. 2 sentry and defending it with your shot gun and some metal is better than having a Lv. 3 that you don't have enough metal for. This is only for the beginning rush, though.

Still, keep in mind that some sentry positions have to be vulnerable. Don't make one, indestructable position as you will see 3 to 4 sentries in one little corner, or too many vulnerable one as there will be no sentries. Make it so each can cover eachother, and are vulnerable from only one certain angle.