- Sep 6, 2008
- 353
- 173
LOL nine. >_< I swear this has never happened before! (not in a public release!) 
Also, I swear I tested it to make sure the height was, er, just right. I, of course, tested this only in hammer with my little red and blue engineer buddy as a dummy target, but I guess I was wrong.
The issue is that I want scouts to be able to hop up there from the ground. Their max height is at around ~112 units, and the models are about ~83 units IIRC. Right now they hoodoos are at 96 units, I think, but I remember I compiled a11x (which was played by a select few) with the hoodoos at 108 units and they were hard to get onto. I may try 100 or 104 in the next version.
Speaking of which, here's the fixed one. Apparently the filter for the forward spawn door mysteriously swapped teams:
http://forums.tf2maps.net/downloads.php?do=file&id=2869
Changelist
1: Added a number of hoodoos to mid that break up the long sightlines and significantly change the flow of the area.
2: Added a ramp up to the left side of 2nd to allow the middle, spillway, route, to be more useful.
3: Reworked last and 1-2 completely. Big changes, but hopefully will improve the theme, balance, and most of all flow. Last is now indoors =)
4: Spawntimes adjusted hoping to fix some balance issues. They may be... too long overall, but they can be easily fixed don't worry! Changed: respawn when a team owns 4 CPs to 10, respawn when a team owns 1 CP to 6. Last is easy enough to attack and the offense spawns quite close to 2nd!
I'll update the pictures later. :E
Also, I swear I tested it to make sure the height was, er, just right. I, of course, tested this only in hammer with my little red and blue engineer buddy as a dummy target, but I guess I was wrong.
The issue is that I want scouts to be able to hop up there from the ground. Their max height is at around ~112 units, and the models are about ~83 units IIRC. Right now they hoodoos are at 96 units, I think, but I remember I compiled a11x (which was played by a select few) with the hoodoos at 108 units and they were hard to get onto. I may try 100 or 104 in the next version.
Speaking of which, here's the fixed one. Apparently the filter for the forward spawn door mysteriously swapped teams:
http://forums.tf2maps.net/downloads.php?do=file&id=2869
Changelist
1: Added a number of hoodoos to mid that break up the long sightlines and significantly change the flow of the area.
2: Added a ramp up to the left side of 2nd to allow the middle, spillway, route, to be more useful.
3: Reworked last and 1-2 completely. Big changes, but hopefully will improve the theme, balance, and most of all flow. Last is now indoors =)
4: Spawntimes adjusted hoping to fix some balance issues. They may be... too long overall, but they can be easily fixed don't worry! Changed: respawn when a team owns 4 CPs to 10, respawn when a team owns 1 CP to 6. Last is easy enough to attack and the offense spawns quite close to 2nd!
I'll update the pictures later. :E