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-   -   Hoodoo - likes/dislikes (http://forums.tf2maps.net/showthread.php?t=7131)

Trotim 08-07-2009 07:42 AM

I have NO idea if these have been mentioned already. Please bear with me if so:
1. You can stand behind the little shack the payload goes into in stage 2 to block the cap
2. Again in stage 2, before cap 1, you can actually build a tele exit under the little bridge that goes to the health and ammo to get players stuck

(sorry again for the lack of screenshots)

Psy 08-07-2009 07:56 AM

Quote:

Originally Posted by Trotim (Post 91658)
2. Again in stage 2, before cap 1, you can actually build a tele exit under the little bridge that goes to the health and ammo to get players stuck

Heh. I remember doing that by accident and everybody was like, "PSY, YOUR EXIT?" for about one minute before I finally walked up to it and realised there was about 5 people stuck inside each other. "Oh..." :P

IcyEyes 08-09-2009 10:02 PM

Quote:

Originally Posted by Youme (Post 91523)
The 'stats' collect a total win/loss so if red win stage 1, thats a win for them, if they win stage 2 thats a win for them, if they win stage 3, thats a win for them. only if they lose stage 3 do blue get a win. So... if you balance all of your stages properly, ie 50/50 each stage (which i'm not sure is the best way to go about it) you end up with red winning faaar more than blue. I however went for an overall 50/50 ratio. which i accieved.
See here - http://psychostats.canardpc.com/map.php?id=47 two hundred and twenty nine games says my map is perfectly (statisticly) balanced on a 24 man unmodded server with half inteligent regulars.

Case closed.

The official stats take into account fail servers (other wise known as modded servers, 32 man servers or instant respawn servers) because there are a lot of those it reflects badly in the stats. I did however see fit to do some modifications to it regardless of my satisfaction with the statistical balance.

Case reopened, Yahoo!


I'm glad to hear your map is “statistically” balanced when running on an unmodified server, (those things do exist right?), but unfortunately here in the real world, it suffers greatly. Not that this is your fault in any way though. Goldrush is not far behind in the official stats.

The real issue here is that Valve's choice to allow server operators to mutilate.. I mean “modify” every setting to they're heart's desire is ruining the overall experience for everyone. How many of those servers in the official stats are vanilla? Clearly the majority of servers don't run it the way it was intended. Who knows how much worse it would be if only the modded servers were shown.


Anyways, concerning this issue about stages being way more of an advantage to Red. I've always thought the multistage payload map was designed to make it MORE fair to the teams. I think of it more like one large map broken up into more manageable chunks. If the map wasn't broken up, we'd just have one really long track, making travel time to the cart ridiculous, and defense strategies confusing and scattered.

I don't really think that just because Red CAN win at anytime in the match means multiple stages give them more of an advantage. If Blue gets past the first stage and we count this as a win for Blue, then shouldn't it be counted as a win in the stats? Youme, How on earth can you balance the map “overall” without balancing all stages at the same time?

Quote:

Originally Posted by Dr. Spud (Post 91525)
The stat page shows a win for blue only if they make it through all three stages. This causes the stats page to show A/D maps as more Red friendly than they really are.

You see, if blue makes it through 0, 1, or 2 rounds, it counts as a Red win. So it actually makes perfect sense that Red would "win" far, far more than Blue according to the stats page. If Blue team makes it up to stage 3 and can't complete it, that's totally normal. And that happens all the time.

Just because completing all three stages is very difficult doesn't mean it's "unbalanced." Unbalanced means one team doesn't have a fair chance of winning.

edit: youme ninja posted. :P

:facepalm If it is more difficult for one team to attack then the other to defend. It is "unbalanced." It is "unfair."

Case closed?

Icarus 08-09-2009 10:22 PM

At least you're making some kind of attempt to accommodate modded servers. I mean, valve maps are balanced for vanilla and still fun to play on modded servers.

People have different ways of having fun and what they want from a game. Disregarding them and shutting out a portion of the playerbase is incredibly elitist and doesn't seem like a wise decision.

Waif 08-09-2009 10:51 PM

Unfortunately most servers are "fail servers" (your definition, not mine :P) with slots of up to 32 players and many IR ones are abroad as well.
This ultimately means the map has to be balanced in its design, rather then spawn times, so theres not a lot you can do aboutt Hoodoo.

eerieone 11-02-2009 10:16 AM

i was playing yesterday on the controlpoint-servers
3rd stage the cart started rolling on it´s own up to the last point, unstoppable :/
this happened both times i was defending and attacking

http://dl.getdropbox.com/u/1060304/m..._final0000.jpg
http://dl.getdropbox.com/u/1060304/m..._final0001.jpg

Fearlezz 11-02-2009 10:57 AM

Didnt youme fix that? funny bug tho

YM 11-02-2009 11:39 AM

Too much of a meme to fix. :p

Bermuda Cake 11-02-2009 12:48 PM

I don't play hoodoo much but its definetly one of my favourite pl_maps, it seems to be able to accommadate larger teams as well as smaller.
Although this isn't a dislike or a like, why did you use a prop for the door blocking off the first and second stages? The one that looks like its closed on something and has become distorted. It's in props_hoodoo i think.
Why not use displacements?
http://forums.tf2maps.net/geek/gars/...notherview.jpg
yes I shamelessly stole your idea, but don't worry, my map is shit! :laugh:

YM 11-02-2009 01:33 PM

Quote:

Originally Posted by Bermuda Cake (Post 119629)
I don't play hoodoo much but its definetly one of my favourite pl_maps, it seems to be able to accommadate larger teams as well as smaller.
Although this isn't a dislike or a like, why did you use a prop for the door blocking off the first and second stages? The one that looks like its closed on something and has become distorted. It's in props_hoodoo i think.
Why not use displacements?
http://forums.tf2maps.net/geek/gars/...notherview.jpg
yes I shamelessly stole your idea, but don't worry, my map is shit! :laugh:

That door has to be toggled on/off. rather than make it a simple brush and look boring it was made a simple model and looks more interesting.
You cant make displacements entities, so you can't toggle displacements thus making it impossible to do the above with a displacement.


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