warpath2 updates

It's the choke points that create the stalemates, but as i scout i dont like sentries so w/e
The metal reduction will still help when it comes to zerging. I'd say keep all the ammo where it is, just reducing size of the ammo crate.


What i'd like to see is widening the windows at the final caps so we can jump crouch through them again
 
I think it's perfect the way it is. Nothing better than making the other team build ubers to get through. The only thing different from the original is not being able to crawl through the pillboxes at the last point, plus you can jump on the corner of the middle box at the ridge to get up there instead of jump on the sides. Also ack I had no idea you were the one who modified the map. Way to go, extra metal and health make it better imo.. Even one of my friends who runs a warpath server uses that same version.(u4)
 
its fine the way it is now

the reason for the stalemates is because people are satisfied with them, but then get made when they happen

We all know that a lot of people play to tie when it looks bad for their team, and this is what the problem is...

ALso, just the opposite is true too, Some people are content just farming people running to the death without pushing to take a point...
 
-Make a sky box!

I hate when a map just floats in the sky. It looks silly and it's annoying. :glare:
 
Hey I was wondering how to change a vmf to a .bsp to work on in hammer.
Anyone know how?
 
its fine the way it is now

the reason for the stalemates is because people are satisfied with them, but then get made when they happen

We all know that a lot of people play to tie when it looks bad for their team, and this is what the problem is...

ALso, just the opposite is true too, Some people are content just farming people running to the death without pushing to take a point...


Best way to stop a stalemate is to press W. You can't win unless you press W

It is spelt 'W'in!
 
Fixing the sniper window would be great. Reducing the amout of metal is a good idea too since the lvl3 dispensers can really produce.
 
This is just a thought but, perhaps some nobuild areas would help? Or maybe that would be too much...
 
The metal reduction will still help when it comes to zerging. I'd say keep all the ammo where it is, just reducing size of the ammo crate.

Thats what I was thinking. Reduce the size to small everywhere but spawn rooms and maybe the one in the lower cave at cp 2&4.

-ack
 
I think that would force engineers to build at fallback points without ever being able to take the bridge, unless they had unholy amounts of support.
 
Agreed on the window size change.

But I don't feel like sentries come back all that fast, unless the team already has multiple engineers and/or a stocked dispenser nearby.

I've been thinking about it, and it's possible that reducing the ammo crates would *increase* stalemates. I think this is what spoolin is talking about, but if a team takes a point, those ammo crates are what help them move up and establish a new point.

Also, now that spies restock their clock off of ammo, reducing the ammo size would limit spy choices.

One change I would like to possibly see, though, is repositioning the ammo/health that is over the mine exits at 2/4. It's hard to be considerate and only take the health (or maybe the ammo), especially if an engineer has built up there. Sometimes your only path is through a power-up that you don't really want to take.

Also, have you thought about changing the slope of the canyon wall? It's possible to drop down and use the ramp on one side, so you don't take damage, but dropping off the other side hurts a good bit. Maybe that's intentional, but if it's not, if the corner had a bit of a grade on it, then sliding down without taking the damage hit would be very cool.

Thanks for all your work on the map. It's a blast to play.
 
Is it possible to setup the canyon slopes to put sentries on them?
 
But I don't feel like sentries come back all that fast, unless the team already has multiple engineers and/or a stocked dispenser nearby.

I've been thinking about it, and it's possible that reducing the ammo crates would *increase* stalemates. I think this is what spoolin is talking about, but if a team takes a point, those ammo crates are what help them move up and establish a new point.

The point of the change is reduce the ability for either team to become too entrenched on any point, thus leading to more push/pull of points.

Its hard to really say what will happen and will just come down to play testing to find out. If it doesnt work out, we can always go back to warpath2_u4.

One change I would like to possibly see, though, is repositioning the ammo/health that is over the mine exits at 2/4. It's hard to be considerate and only take the health (or maybe the ammo), especially if an engineer has built up there. Sometimes your only path is through a power-up that you don't really want to take.

Sounds like a good idea.

NUFAN said:
Is it possible to setup the canyon slopes to put sentries on them?

The slopes are too steep so it doesn't allow sentries.

-ack
 
I'd quite like to see some polishing in a latter version, with more props and diversity of textures and perhaps some higher res textures maybe? just to fill the map out a bit.

Yes! Giving the map a textures and look&feel polish -- without altering game play one bit, of course -- would really help in getting more NEW PLAYERS to give Warpath a serious try. Right now the map looks a little bland, which I think tends to discourage new people from playing (given the many custom maps that are so much shinier from a visual standpoint).

Also, Ack is totally awesome for having taken the initiative to get the source files for the map, and I am very much in agreement with most of the proposed changes (as an admittedly more casual Warpathian than some here).
 
Hey Ack,

What if you could capture the points in any order? I know in DOD one of my favorite maps was Anzio due to the constant back and forth capping. Spies and scouts could wreak havoc and it would spread out the teams across the map.

Keep the ideas flowing......
 
Yes! Giving the map a textures and look&feel polish -- without altering game play one bit, of course -- would really help in getting more NEW PLAYERS to give Warpath a serious try. Right now the map looks a little bland, which I think tends to discourage new people from playing (given the many custom maps that are so much shinier from a visual standpoint).

I unfortunately have no artistic ability so any attempt to do such a thing by me would make it worse. ;)

I got a few other suggestions from Josey.

- reduce health packs on the map, to make game play more dependent on medics/teamwork
- remove the barrels on the middle point.
- josey's own personal security warning for when spies are near him

-ack
 
I think something cool to do would just be to move around some of the things in the map just to give it a fresh feel, Move the pillars at point C, move around the bunkers in B and D, move the sniper cover at the bases, maybe even make some more things destroyable
 
I guess I don't understand the motivation, but why remove the barrels? On one hand, I can see how they give the defending team an edge as far as hiding dispensers and whatnot, but they also give the team trying to assault the bridge some important cover. I feel like if you remove the barrels, then you'd have to do something else to provide cover from the straight shots of snipers (both opposite tunnel and ridge), bridge sentries, and soldier spam.
 
Removing the barrels goes back to the original warpath in which the middle control point is more open. It has a good feel to it with them removed because provides less cover for both teams. You can see everything that is out there when pushing, people can't circle it to evade ubers, and you can't hide behind it from snipers. Pushing team's ubers are more effective without the barrels, making good engi placement more important.

Removing the tons of med packs and metal is also crucial to promote team play. Without these, medics are especially important and engineers don't have time to propogate and turtle the hell out of the game.

Warpath is truly like a football game, without a ball. Each team has to work together in order to push their line forward, and has to keep working together to hold the line and push further. The team that does this best should be rewarded with a win every time. It's not an easy map to play (anyone can spam), and the turtling that exists at times is demoralizing. My suggestions are with these facts in mind and should force teams to work together or get rolled.

This leaves a change I would like to recommend on the last point since this is a huge turtling point, opening the choke point more. I don't know if this is possible, but it would provide less cover for both teams and make more of a battleground to be won and not just held.

Just my suggestions, feel free to criticize.
 
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