warpath2 updates

Josey: You're just unhappy because sentries don't have heads you can shoot. ;)

Things I'd like to see fixed: The sniper room window at 1/5. Ever since Valve screwed with the game code during one of those updated, it can't be crouch-jumped through.

There are also a couple of spots that generate some weird movement glitches, mostly with getting stuck in place/jittering. The most noticeable is in the tunnel leading to cap3, BLU side. There's a small, visible indent in the floor, and if you approach it at the right angle and direction, basically hugging the wall as you walk through, it kinda gets you stuck there until you back out and go around it. Happens often enough to me to be annoying. There's a similar one on one or both of the ridges, about 3/4 of the way up.

Things I'd like to see left alone: Ammo boxes. It's hard enough being an engie on Warpath. There's almost always an uber around the corner just waiting to destroy anything you setup, and establishing in areas like the middle or the corner going to 1/5 is difficult enough without your teammates ignoring your pleas to leave the ammo boxes alone long enough for you to setup a dispenser. It takes at least three engies for it to be a smooth process, and teams on Warpath rarely have more than two. Also, removing the med packs? This is cp_warpath, not arena_warpath. It's strict enough as is, what with the only resupply cabinets being in the end base spawns.

Also, the map design itself is just fine. We don't need extra paths and whatnot. It's a linear, simple map, great if you just want to jump in and frag some people without having to hunt them down, and of course has that push/pull CP objective to work towards as well.
 
I see your points Adilor, but I haven't been sniping much there lately :). What I was referring to is the turtling that seems to have gotten worse (imo). The name of the game is not to see how long one can live or see how big a fortress a team can build around the corner, but to push and defeat the other team. The changes I suggested would help make every teamate and every uber important.

If it means that an engi has to go to the point back in anticipation of their team losing a point so they can get a heads start on setting up, so be it. I was just offering suggestions to change the gameplay dynamics a little and make the pace quicker.

If you don't have offense, no team will win. Too often I see 4 or 5 engi's on a team and then no one is going anywhere. This is when I usually go sniper :).
 
Last edited:
The only point that tends to be really difficult to cap is that last, mainly in part to the fact that there isn't very fast ways to get up there without rocket or sticky jumping. Any way we could possibly put a ladder on the left side instead of having boxes to jump up. If an uber medic could hop up the ladder with the demo he has would make it a little easier to cap possibly?
 
Hey,

Had a crazy dunken dream a few weeks back about warpath with an underwater area(like fort2) underneath of the center point. It just an idea dont have to run with it. Also an name for this nutty idea would be Warpath2_w1(meaning Warpath2_water1)

But before anyone posts "thats the dumest idea form you ever" posts I did say I was drunk at the time...
 
There are also a couple of spots that generate some weird movement glitches, mostly with getting stuck in place/jittering. The most noticeable is in the tunnel leading to cap3, BLU side. There's a small, visible indent in the floor, and if you approach it at the right angle and direction, basically hugging the wall as you walk through, it kinda gets you stuck there until you back out and go around it. Happens often enough to me to be annoying. There's a similar one on one or both of the ridges, about 3/4 of the way up.

Cant say I have ever run into those. If I cant find them I will need to have you show me their locations in game.

lillGIL said:
The only point that tends to be really difficult to cap is that last, mainly in part to the fact that there isn't very fast ways to get up there without rocket or sticky jumping. Any way we could possibly put a ladder on the left side instead of having boxes to jump up. If an uber medic could hop up the ladder with the demo he has would make it a little easier to cap possibly?

This seems reasonable to me too. It would also give an uber pyro/heavy the ability to take out sentries on top of the building.

-ack
 
Reduce ammo/metal pack on right side sniper building at each base. (reason: with the new spy update I think it gives the spy too much extra cloak time)

As much as I hate warpath, this is just another reason for me to stay away from it...ive always disliked when someone changes the map to favor of hurt another class. The map is mainly for demoman to spam and snipers to hide by sentries.
 
the idea about a ladder at the last point on the left side would totally decrease the amount of last point stalemates, I would be interested to see how effective you could still defend with that ladder there

give it a try!
 
I honestly think the points get captured too quickly. Can you slow down the capture speed?
 
Found one thing that looks like it needs fixing. This Demo found a perch up there.
 
Found one thing that looks like it needs fixing. This Demo found a perch up there.

There is a small ridge up there that you can get to from by the metal/health pack. You can really see it from below because the textures above/below it blend together.

I sent garden cp_warpath2_u5 last night. These are the changes

- reduce metal globally
- fix being able to get in/out of the sniper window at each base
- tweak location of metal/health at cp 2/4 garage and in the cave
- fix another sky/canyon wedge location on ridge in middle point
- change boxes use to get onto the sniper building at each base to a ladder
- make is possible to not take fall damage if you hug the canyon wall when falling off the right side of the bridge
- fix 2 addition glitches that block you from moving forward (ridge & tunnel)

hopefully it will show up on the server this weekend.

-ack
 
There is a small ridge up there that you can get to from by the metal/health pack. You can really see it from below because the textures above/below it blend together.

I sent garden cp_warpath2_u5 last night. These are the changes

- reduce metal globally
- fix being able to get in/out of the sniper window at each base
- tweak location of metal/health at cp 2/4 garage and in the cave
- fix another sky/canyon wedge location on ridge in middle point
- change boxes use to get onto the sniper building at each base to a ladder
- make is possible to not take fall damage if you hug the canyon wall when falling off the right side of the bridge
- fix 2 addition glitches that block you from moving forward (ridge & tunnel)

hopefully it will show up on the server this weekend.

-ack

Hi

Any feedback on the updated version?

thx
-ack
 
Hmmm, I think the reduced metal is working out. I'm not a diehard warpathian or anything. But it seems to be helping.
 
Well i have heard alot of people complaining about the lack of metal( mostly spies). But i think the metal setup well now. cuts spies down a little on thier cloaking. But hasnt made a real big diffrence to me yet. Also like the ladders to boxes. that has added to alot more rushes on that side of the last points. because now people are starting to take pyros and such over that way instead of just trying to jump the wall at point. One thing i do want to point out is that you should just get rid of the rest of the boxes that are actually "Crates"( its a long story, someone mentioined on the server that we were calling them boxes but they are actually crates) on the map. Thiers the ones on the ridge by the bridge for both teams. Should just replace those with ladders.
 
It wouldn't be a bad idea, but I don't think those boxes are that big of a problem. However, I do feel that with less metal it makes it harder for the engineer which is a good thing. The action has been a lot more hectic this past week and I feel makes the level better. It promotes less turtling making this a better map. Good spies would be able to make do with less metal, and with the new update coming shouldn't have to worry about it too much. I like it the way it is. Instead of calling it u5 you should add final to it. Seemed to help with blackmesa....
 
I love this map ack. I played engi the other night with a bud for a long time and found it so frustrating I couldn't help but laugh. The lack of metal made us work together to help our team and we had to make other people aware that you touch our metal and we don't build (we unionized our engi team).

This map has been moving a lot lately with much less stalemates. The lag has gotten worse with many lag spikes experienced last night by all players on the server, so bad that it made people and my bud leave, and me go engi again because I couldn't snipe teleporting players. The days of quality have been replaced by the rules of economy.

On the all though ack, the change is definitely helping with stalemates and forcing teams to play together.
 
I love this map ack. I played engi the other night with a bud for a long time and found it so frustrating I couldn't help but laugh. The lack of metal made us work together to help our team and we had to make other people aware that you touch our metal and we don't build (we unionized our engi team).

LOL at the unionized engys. :) thats what i like to see.Also a +1 on the update as well.
 
if you rocket jump from the sniper spots on the midddle point you can see nodraw areas. could maybe fix that. Also just generally filling the map out with doddads would be cool
 
The changes are great. The ladder at 1/5 is epic win.

My opinion on the crates at 3 leading to the ridge: if the bottom one could be made just a bit bigger (wider), it would be easier to get up on the ridge. I would not put a ladder there for that would make the map too bland and ladders are too fast. Its not necessary to get up the ridge that fast.
 
Back
Top