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README
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PL_HOODOO FINAL VERSION
(pl_hoodoo)
Gametype: Payload
Players: 24-32
Scoring mode: 1 point per checkpoint captured
Author: Tim "Youme" Johnson
Contributors: Jeroen "Snipergen" Dessaux
"DigitalReaper"
John "Jimbomcb" McBroom
Wade "Nineaxis" Fabry of http://fabrydesign.com
"Oxy"
E-mail: [email protected]
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Map description
A standard payload map for Team Fortress 2, Blu are escorting a custom payload model - a dirty bomb - towards the red base.
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Recommended config file
mp_maxrounds 2
mp_winlimit 0
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Revision History (DD/MM/YY)
Final released 04/01/09:-
* Improved playerclipping in a few areas.
* Rotated spawn points in Red's final spawnroom.
* Raised a ceiling in stage 2 to help prevent players getting stuck in it.
Beta 5 released 07/12/08:-
* Fixed a bug where the cart would continue moving forward as soon as stage 3 started.
* Changed some props to the correct collision type.
* Minor detailing fixes.
* Fixed two func_brush not being set to 'don't render'
* Slightly tweaked respawn times in stage 3
* Replaced a one way door in stage 2
Beta 4a released 09/11/08:-
* Fixed cart speed
Beta 4 released 08/11/08:-
* Tweaked location of health/ammo packs.
* Minor layout tweaks including:
- Added a rock+hoodoos to stage 2.
- Added a few sentry locations.
- Reduced attackers ability to spawncamp in stage 3.
- Removed a one way door from stage 2.
* Tweaked fade distances on certain props.
* Removed a load of clipping exploits.
* Reduced insane number of env_cubemaps.
* Miscellaneous lightmap and lighting changes.
* Slight respawn wave time changes.
Beta 3 released 13/10/08:-
* Restructured the 3D skybox.
* Adjusted respawnwave times.
* Detailing improvements spread over all three stages.
* Miscellaneous layout changes:
- Tweaking cap 2 area in stage 3.
- Minor route out of a ditch, stage 1.
- A set of stairs to a previously blu only area.
- Added more hoodoos as decoration and as cover.
- Added a locked door to stage 3 until blue cap the mid point.
* Miscelaneous lighting and lightmap scale changes.
* Added train bumper model by Snipergen.
* Removed all beta signs.
* Possibly solved issue with stage 2 cap 2 as well as the cart not moving properly at the start of stage 3.
* Tidied up cart texture.
* Properly asigned spectator points.
Beta 2 released 31/08/08:-
* Fade distances adjusted, a few were too short.
* Named capture points properly and added A/B/C signs at the second point of each stage.
* Miscellaneous layout changes to all stages, including:
- Widened an exit in stage 1.
- Moved a oneway door in stage 1.
- Added a new oneway route in stage 2
- New tunnel into the final building in stage 3.
- Added a respawnvisualiser to a door further from Blu spawn in stage 2.
- Added a bridge outside blue spawn in stage 2.
- Additional skybox detailing.
* Lightened a most of areas.
* Improved playerclipping and altered incorrect collision modes of props.
* Miscellaneous detailing improvements over all stages.
* Fixed fully black lightmap and bleeding light problems.
* Reduced intensity of ticking sound.
* Fixed some displacement misaligns.
* Fixed a problem when players would get slanted views.
* Fixed visleaks.
* Improved lightmap optimisation
Beta 1A released 10/08/08:-
* Added 3D skybox
* Detailed entire map, all developer textures removed.
* Lighting vastly improved as well as giving lights sources.
* Made all displacements - removing a few lips where players previously had to jump over.
* Optimisation in the form of hints, areaportals, fade distances on props, remodelled props, overlays in place of props, etc.
* Added cart model by Snipergen as well as various miscellaneous models by DigitalReaper
* Added ticking + alarm sound to cart along with explosion particles (waiting on valve to enable them).
* Slight layout tweaks across all three stages, physical changes as well as ammo/health pack amounts and locations adjusted
* locked a door until a certain capture point is capped by Blu.
* Playerclips, clips, blockbullets all added
Alpha 4 released 16/05/08:-
* Added one way (non-team specific) route in stage 1.
* Moved blue spawn in stage 1 into a separate room to prevent major chance of spawn camping.
* Adjusted/added/removed various hoodoos.
* Adjusted/added/removed various health/ammo.
* Added ambulance model by Oxy.
* Tweaked respawn timers.
* Added door models to spawn rooms.
* Added one one-way (non-team specific) route to stage 2.
Alpha 3 released 13/05/08:-
* Prevented cart returning past capture points.
* Removed console error about wrong model type.
* One route made blue-team-only in stage one.
* One route made red-or-blue-team-only in stage three with placeholder visualisers.
* Skybox lowered from its excessive height.
* Added health/ammo packs in all three stages.
* Fixed a spawn oom vis problem where players could walk straight though it.
* Slight layout tweaks.
* Final cap points in second and third stages made narrower.
Alpha 1 released 01/05/08
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Known Issues
* Smoke escapes though roof of the final building (When valve finish their work on the custom particles I can fix that easily)
* No physical explosion
* Some light is still bleeding, blasted stuff!
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Thanks
All members of www.coltsplayground.net and www.tf2maps.net, most notably:
Colt Seavers
Jimbomcb
Snipergen
DigitalReaper
Nineaxis
Velvet Fist, Iron Glove
Floor_Master - for exceptional feedback
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Like this map? why not digg it - http://digg.com/pc_games/New_Team_Fortress_2_custom_map_PL_HOODOO
If you really like it, why not recommend it to valve for an update? ;)