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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) |
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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:
Case closed? |
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. |
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. |
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 |
Didnt youme fix that? funny bug tho
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Too much of a meme to fix. :p
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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: |
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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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