A new map

~Chaos~

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Dec 8, 2008
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So my friend had this idea of turning this map in to a PL it should be fun. He wants to turn Hydro into a PL because the map is being seen less often because its a stalemate fest. You all know how big Hydro is, well he wants it sort of like Badwater but there's a difference, the cart can go through 2 different paths in the beginning. Here's an overview to see how hes thinking:
http://i300.photobucket.com/albums/nn37/Lulzshock/team_fortress_2_map_overview_hydro1.jpg
http://i300.photobucket.com/albums/nn37/Lulzshock/tc_hydro0000.jpg
He's still trying to figure out how the team pushing the cart will decide which route to take, one is long and open and the other is shorter but the defending team has an advantage with narrower passages. He plans to leave the whole map open so there's a wide range of different tactics that can be used.

I'd like to know if any of you guys are interested, and if you have any ideas let me know, I'll pass them to him :)
 
It looks interesting on paper, however, I'm not sure just how well it would hold up in an actual game.
 
There is alot of closed spaced areas in Hydro. Not typically what I think of when it comes to PL. Also the idea of having two ways that it can go through is a really good idea but i highly doubt that it can work. Also with that being said if only one way is being used for PL than that leaves a large chunk of the map unused unless you are using it for flanking purposes in which it could be a good a idea
 
Like Lizard said, it's cool on paper. But from looking at the screens, each path seems about the same distance, so if one is much harder, it would never be used. A map like this would need ALOT of balancing to make each path viable, and close to equal, as well as making it balanced between offense and defense.

In short: It's got potential, and that can only be realized through alooooot of work.
 
Your friend has his work cut out for him if he wants to make this a good map. Im not even sure you can make a way to choose which path to take.
 
Your friend has his work cut out for him if he wants to make this a good map. Im not even sure you can make a way to choose which path to take.

I think it is possable, I play with hammer and get to see what is involved, I've also seen another payload map that did just that, letting you take alternate routes, what it was is lost to me at the moment.

The thing that kills this idea is 1: the maps design, it is not made for payload, and will make it almost impossable for defence in some areas, impossable for offesne in others. 2: You will need a custom HUD if you plan on sticking with this. As far as I know, only 4 checkpoints are allowed per "round" in a payload map, more will not show up on the HUD at all.

It will be interesting to see what your friend does.
 
Would it be possible to have a switch that had a script that whenever it was hit with a melee weapon the route would change? That way the teams have a say, but the defense could swoop in at the last second and change the course before the path splits.
 
nice idea, but would be hard to figure this one out seeing as theres a ton of stairs and alot of different maps on hydro as well as alot of open space...would like to see the completed version, just dont know how well it would do.
 
Would it be possible to have a switch that had a script that whenever it was hit with a melee weapon the route would change? That way the teams have a say, but the defense could swoop in at the last second and change the course before the path splits.

he was trying to use this idea but he then realized that grievers would start causing problems and get annoying.
 
Your friend has his work cut out for him if he wants to make this a good map. Im not even sure you can make a way to choose which path to take.

he's still trying to figure it out or if the map can randomly choose which path to take so they're both used about equally.
 
Personaly i'd make it a CTF map. Have the intel at the opposite ends of the map.
 
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