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Hoodoo - likes/dislikes
After talking with Robin walker over some issues there are some changes (some quite dramatic) that I'm considering making to Hoodoo. The reason for this is the sheer number of instant respawn servers screwing over the 6 months worth of fine tweaking I did.
So if there's anything you think might make hoodoo better, post it here, with reasons why you think such a change would be advantageous. Obviously if someone has already said something you were going to then repeat it, the more people that think one thing the more persuasive it becomes. I'll start: More cowbell |
I think the round two start gates should have the no-go team barrier on them, although I did have fun killing snipers in there as spy :laugh:. I think this would be better as it prevents defense uber pushing, and spawn camping to waste a lot of the attackers time. Also in all valve maps it is standard, so it took me off guard the first time I was defending and the attacking team pushed right in.
Really the instant spawn servers were not how tf2 was meant to be played, I hate it when my friends decide to play on them, total ruins balance, particularly in A/D or payload. When you knock out a number of the other team, the reward is meant to be the advantage of less players on the other team. Instant Spawn FTL |
Same as Pitto here, the no-go team barrier would be nice.
Another thing would be to perhaps widen the area around the final point on round three because once the Blu team reach that point, it's quite easy to just spam the red spawn. Maybe that's just me though. Failing that, maybe adding another spawn door could slow down the amount of spam on that point. |
Stage 2-2 needs an entirely new passage or something, it's always been the stage I've had the most problem with, all of the exits drop you into a confined space filled with sentries and enemies
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But thats always been one of the things on my list to change if needed, I'll have to make that entire area no build in that case, which makes me a sad bunny |
The main chokepoint on the whole map, and the point where RED normally triumphs, is through the tunnel in stage 2-2. People are calling for alternate routes, when I would point out, that there are plenty of alternate routes, and one particularly good one through a mine shaft, however, nobody seems to use them, everybody seems to want to pile through the tunnel at the opposing team, rather then taking them out from behind.
The two tunnels facing directly at the 2nd CP are kind of useless, because RED can get instant sniper coverage, and even predict when people are coming through. I'm not sure how'd I fix it, but I'd definately give people a better chance to get behind RED, by either making it a more obvious side route, or restructuring the way up to that area such that it is safe. |
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Stage 2 is very difficult for blue as just after the first cap the tunnel is a massive chokeppoint for demos/ snipers. Getting the cart out of the tunnel and into the open cap is near impossible if both team are equal as red has such a huge advanatage. Im not sure what you can do to balance that, perhaps add another side path in/ leading out of the main tunnel where the payload track is. (you know, just at the end of the tunnel where the track turns around to go out side, make a one way path straight ahead that comes out near the rock that red always hides behind with sentrys perhaps?) Also just a personal request, but the end explosion, make it actually explode something hehe. (Ie: Debris/. barrels flying around) :p |
I think the entire second point on round two needs a revisal. When you put it onto paper it seems to converge into a big chokepoint. Maybe you could just settle for a hallway that... wait a minute I need a diagram to explain my idea. i'll re-edit this post in a tic D:
EDIT: Damn your lack of strikethrough. Anyway I just realised I don't need a diagram. In Dustbowl 1-2, there's a path straight from 1-1 that leads to a potential forward base area that everyone seems to use (I'm sure you know what I mean but I'm getting to something). Maybe from the first point have a raised tunnel (could connect to the other tunnel above the main tunnel) that leads to a forward base not far from the CP shed, and have a similar forward base area that serves as a second passage. Because, really, Hoodoo 2-2 doesn't seem to have a good forward base area. |
Say to Robin: if you make me an explosion, I'll give you the updated version.
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Stage 2, has lots of bottlenecks and a bit hard for blu to win.
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