|
Hoodoo - likes/dislikes
|
|
 |
06-05-2009, 05:22 AM
|
#1
|
|
LVL100 YM
YM is offline
Posts: 6,116
Thanks: 1,022
Thanked: 3,725
|
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
|
|
|
|
|
The Following User Says Thank You to YM For This Useful Post:
|
|
|
|
|
Advertisement
|
Sponsored links
|
06-05-2009, 05:47 AM
|
#2
|
|
L3: Junior Member
pitto is offline
Posts: 108
Thanks: 172
Thanked: 73
|
Hoodoo - likes/dislikes
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  . 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
|
|
|
Last edited by pitto; 06-05-2009 at 05:50 AM.
|
|
The Following User Says Thank You to pitto For This Useful Post:
|
|
06-05-2009, 06:05 AM
|
#3
|
|
L1: Registered
knifer21 is offline
Posts: 10
Thanks: 2
Thanked: 2
|
Hoodoo - likes/dislikes
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.
|
|
|
|
|
The Following User Says Thank You to knifer21 For This Useful Post:
|
|
06-05-2009, 06:12 AM
|
#4
|
|
Mapper
MangyCarface is offline
Posts: 1,648
Thanks: 1,724
Thanked: 1,242
|
Hoodoo - likes/dislikes
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
|
|
|
|
|
The Following User Says Thank You to MangyCarface For This Useful Post:
|
|
06-05-2009, 06:20 AM
|
#5
|
|
LVL100 YM
YM is offline
Posts: 6,116
Thanks: 1,022
Thanked: 3,725
|
Hoodoo - likes/dislikes
Quote:
Originally Posted by pitto
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  . 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.
Not to say "no, you're wrong" but you are actually wrong, take a look at dustbowl, and even goldrush 
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 Following User Says Thank You to YM For This Useful Post:
|
|
06-05-2009, 06:26 AM
|
#6
|
|
Veteran Member
Randdalf is offline
Posts: 1,039
Thanks: 168
Thanked: 459
|
Hoodoo - likes/dislikes
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.
__________________
Quote:
[Φ] Randdalf!: was there like a quake telegram messaging service?
Shmitz: to play Quake you had to wait for packets to arrive by pony
|
|
|
|
|
The Following User Says Thank You to Randdalf For This Useful Post:
|
|
06-05-2009, 06:28 AM
|
#7
|
|
L5: Alleged Expert
Waif is offline
Posts: 396
Thanks: 74
Thanked: 125
|
Hoodoo - likes/dislikes
Quote:
Originally Posted by MangyCarface
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
Pretty much that.
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) 
__________________
Once known as Mashpotatoe Maps: pl_nuclear (Dropped)
|
|
|
Last edited by Waif; 06-05-2009 at 06:31 AM.
Reason: EDIT: Randalf bet me to it and said pratically the same thing :)
|
|
The Following User Says Thank You to Waif For This Useful Post:
|
|
06-05-2009, 06:30 AM
|
#8
|
|
L3: Junior Member
nubcake is offline
Posts: 193
Thanks: 34
Thanked: 23
|
Hoodoo - likes/dislikes
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
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.
__________________
CURRENT MAP: pl_abyss
OTHERS: ctf_floorislava
|
|
|
Last edited by nubcake; 06-05-2009 at 06:37 AM.
|
|
The Following User Says Thank You to nubcake For This Useful Post:
|
|
06-05-2009, 06:31 AM
|
#9
|
|
Veteran Member
Randdalf is offline
Posts: 1,039
Thanks: 168
Thanked: 459
|
Hoodoo - likes/dislikes
Say to Robin: if you make me an explosion, I'll give you the updated version.
__________________
Quote:
[Φ] Randdalf!: was there like a quake telegram messaging service?
Shmitz: to play Quake you had to wait for packets to arrive by pony
|
|
|
|
|
The Following 8 Users Say Thank You to Randdalf For This Useful Post:
|
|
06-05-2009, 09:07 AM
|
#10
|
|
L2: Member
NightHawK is offline
Posts: 99
Thanks: 82
Thanked: 35
|
Hoodoo - likes/dislikes
Stage 2, has lots of bottlenecks and a bit hard for blu to win.
|
|
|
|
|
Sponsored links
|
|
Advertisement
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
|
All times are GMT -5. The time now is 11:56 AM.
|
|
|