Hi
I have been in contact with sacrifist, author of cp_warpath2, about fixing bugs and making minor game play changes. He indicated hes moved onto other things (HL2:CTF) but was gracious enough to provide me with the vmf file so I can make changes.
I am looking for assistance in identifying addition bugs not listed below, plus start a discussion about possible game play changes.
The general plan will be to roll a cp_warpath2_u1 map that contains only bug fixes, then move onto u2+ for game play changes.
Here is the list of bugs I have so far
Here are the list of game play changes I think we should look at:
If you have more game play ideas please provide a reason for them.
thx
-ack
I have been in contact with sacrifist, author of cp_warpath2, about fixing bugs and making minor game play changes. He indicated hes moved onto other things (HL2:CTF) but was gracious enough to provide me with the vmf file so I can make changes.
I am looking for assistance in identifying addition bugs not listed below, plus start a discussion about possible game play changes.
The general plan will be to roll a cp_warpath2_u1 map that contains only bug fixes, then move onto u2+ for game play changes.
Here is the list of bugs I have so far
- Boxes in the middle cp to get up to the ridge aren't the same for both team [FIXED]
- In a number of the spawn rooms, players spawn facing the wall [FIXED]
- Can build a sentry too close to cp 2 & 4 by standing on the ramp when building [FIXED]
- Can get stuck on the first right turn in the lower cave when coming from under the bridge [FIXED]
- Ladders on cp 2 & 4 block you when you walk by them [FIXED]
- Parts of the raised edge of the bridge can block you [FIXED]
- Can wedge yourself between the canyon top and sky in a number of locations [FIXED]
- Can get stuck behind the 'capture point' barricade at the red base [FIXED]
- Ramps going from under bridge to upper cp 3 weren't the same for both teams [FIXED]
- Couple brushes did match up correctly on the catwalk at each base allowing you to see behind the map [FIXED]
- No non-team viewpoint (ie just joined the server) [FIXED, points at the bridge so you know which team is winning]
- Spy effect on rock face near garage at cp2&4 [TODO]
- Spy effect on rock face near canyon choke point [TODO]
- Can build teleporters in spawn rooms at cp3 [TODO, need to know the trick to build them in order to fix]
Here are the list of game play changes I think we should look at:
- Increase setup time by 10-15 seconds. (reason: Allow all medics to be uber ready by the time they reach the middle cp. Currently it requires being power uber'd by a demo/soldier)
- Raise the roof! err sky. With the exception of the middle area the sky needs to be raised everywhere. (reason: Demo's often top out on the sky when doing gren jumps. I really think it should be possible for an demo to multi-grenade-uber jump from the truck area onto the roof of the last cp)
- Remove audible "security warning" when a player of the opposite team breaches your base perimeter. (reason: Make life a bit harder for the defending team to know when people are coming. I know I use it as notification to kick up the spam, especially on the right side sniper building at the base)
- Reduce the size of the ammo/metal pack at the fence area near the canyon choke point. (reason: Make it harder for the winning team's engies to get re-establish if the losing team uber's in and blows everything up)
- Disable current method for engies to get onto the roof of cp 2 & 4 (reason1: engies spend too much time just trying to get up there, reason2: once they are established up on the roof, they are reluctant move equipment forward when their team takes the middle cp, reason3: seems to lead to teammates being lazy spammers. demo/soldier/heavy just spamming from the roof instead of doing something useful.
- Add medium health and small ammo/metal pack outside the arch at each base (reason1: encourage engies on the losing team to build out past the arch, reason2: attacking classes on the losing team often run out of ammo and low on health, reason3: in general make both sides of the canyon choke point even with regards to resources)
- 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)
- Reduce max round time from 30 to 20 minutes and increase time added per capture from 2 to 4 minutes. Something like this was suggested in another thread and I think its a good idea. (reason: being stuck in a stalemate/deadlock for 30 minutes = boring)
If you have more game play ideas please provide a reason for them.
thx
-ack























. I like the flow of warpath as is and would be happy if we just got a bug fixed version in place.


