warpath2 updates

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)

If I am correct the last cp caps waaay quick (I havent played warpath in ages) so removing the warning may end matches too quickly with cloaked spies etc. just FYI
 
ack said:
Can build teleporters in spawn rooms at cp3 [TODO, need to know the trick to build them in order to fix]

Does anyone know how this is done? I would like to be able to verify I get it fixed.

thx
-ack
 
First, bless you Ack.

For my opinions on matters discussed.

Increase setup time -> No (Separates strategic players from non)
Raise the roof -> Yes (there is reason why any class should bump off a invisible ceiling)
Remove security warning -> Yes (personal opinion) Adjust (realistic reason, I would maybe only have it go off on the main entrance, or set it to go off further back. There is enough turtling in Warpath as it is.)
Disable Engys on top of 2 and 4 -> Yes (personal) Adjust (add ladders or any easy way to get up for both preventing engys wasting time and its only fair to spies in my opinion)
Add medium health and small ammo/metal pack outside the arch -> Sure why not
Reduce ammo/metal pack on right side sniper building at each base. -> Yes
Reduce max round time from 30 to 20 minutes and increase time added per capture from 2 to 4 minutes. -> Yes, I also think SD needs just 1 more minute. And possibly fix people being able to keep SD going via contesting points.

Stuff I would change in addition to those --

- Change ammo in lower tunnels from 40 to 100, or remove it altogether. 40 just isn't enough for anything.
- The boxes in the middle (cp3) are a pain to jump on to get to the ridge, maybe make them more jump friendly? Same goes for jumping up to the top from under the bridge, those two ramps are annoying.

And about having to download a map would lower the population? Doubtful, warpath people will always come to warpath, especially since itll be an updated one removing the stuff that irritates them.

Anyways just my thoughts.

-{InV}™ Trip
 
Last edited:
Stuff I would change in addition to those --

- Change ammo in lower tunnels from 40 to 100, or remove it altogether. 40 just isn't enough for anything.

I had been thinking it should be bumped up to 100 to encourage the engie wall break ambush.

Trippster said:
- The boxes in the middle (cp3) are a pain to jump on to get to the ridge, maybe make them more jump friendly? Same goes for jumping up to the top from under the bridge, those two ramps are annoying.

The boxes are such you can high jump up them straight on. The the tops of the ramps, you can get up them without having to jump, but there is a little slowdown.
 
Hi

I completed 2 versions of the map and provided them to Garden. Here is the change log for both.

cp_warpath2_u1 (bug fixes only):
- adjust boxes in middle point to be the same on both sides, you can jump up them straight on.
- spy effect near the cp2&4 garage spawn on the ledge
- spy effect at bottom of ridge
- adjust all spawn points so you spawn facing the spawn exit
- disable ability to build on edge of cp on cp 2&4
- you could get stuck when going from under bridge to cave on that first right hand turn
- ladders at cp 2&4 no longer block you when you walk by them
- parts of the raised edge of the bridge block you
- disable ability to wedge between sky/canyon top in a number of locations
- you could get stuck behind the 'capture point' barricade at the red base
- on cp3 fix up the top of the ramps (coming from under bridge) to be less painful to use
- texture glitch on catwalk at bases
- add viewpoint for when you arent part of a team (ie just joined server) pointing at the bridge
- capture status signs no longer block you when you walk by them
- remove latern at sniper building at each base
- vis/hint tweaks, should get better fps in middle/base points
- dont allow building teleporters under spawn doors

cp_warpath2_u2 (contains all fixes from u1, plus the follow game play changes):
- raise sky everywhere to same height as the middle point. You can still top out on the sky on a badly angled 2 grenade jump.
- add small ammo + medium health outside arch at each base
- reduce ammo pack to small at fence
- reduce ammo pack to small at sniper building at each base
- reduce level time to 20 min, increase time add to 4 minutes per capture
- dont allow teleporters behind breakable wooden fence in lower cave
- add ladders to get on the roof of cp 2&4
- increase ammo pack to medium in lower cave


I was able to figure out how to build teleporters in the spawn points at cp3, but wasnt able to find a fix to stop it. The area is already marked as func_nobuild/respawn which shouldnt be allowing them.

thx
-ack
 
ack you did a real nice job on polishing this map and i cant wait to play it with all the rest in a server. thanks for doing this and i hope you had fun learning how :).
 
I was able to figure out how to build teleporters in the spawn points at cp3, but wasnt able to find a fix to stop it. The area is already marked as func_nobuild/respawn which shouldnt be allowing them.


try making it a ramp/stairs instead of a drop off, but no reason to fuss about it. If you make a warpath2_u3 then fix it.
 
[*]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)

*sigh* well if its for our snipers...
 
These are all great ideas ack, and I thank you for taking all that time and effort to make warpath a better map.

I have one suggestion.


...

Do anything you can to make demos useless on that map, thanks! People like Ty completely blow me apart there. :(
 
Thanks for taking the time to work on it ack--it's definitely going to be nice.

I have one suggestion: Can you make it possible to break open your own wall? That will make it easier to avoid stalemates. I know this one might be controversial, but the ability to break your own wall gives you a way out of the double choke point that so often leads to engy and demo stacking. It doesn't take a whole lot of talent to set up 3 sentries and just spam the tunnel.
 
These are all great ideas ack, and I thank you for taking all that time and effort to make warpath a better map.

I have one suggestion.


...

Do anything you can to make demos useless on that map, thanks! People like Ty completely blow me apart there. :(


Ha. If we are making suggestions like this may I ask that you remove crit rockets from warpath2? Thanks.
 
Ok, I'm a little late to the party on this forum but I do have a few things to say.
First, I appreciate all the work that was done by Ack. It is very much appreciated. Secondly, I do agree with getting rid of the "security warning" only because it does lead to more spam which to me isn't a good thing.
This one gets its own paragraph because I think its the part that most people question. Building on the second and fourth points is good strategy for those who know how, but renders spies completely useless on those points (except for being able to backstab one random person, usually me). You either keep engies from building up there or you have to give spies a chance to get up there as well. To me you would have to make it a ramp as opposed to a ladder to get there because a smart engy would build something that blocks the spy, most likely leading to the spy being noticed and killed before having a chance. A ramp would be easier for the spy as opposed to a ladder to manuever around buildings. As much as I hate people who build up top I believe that it should stay. Maybe make the area that is buildable small enough for only one sentry?

I can't think of any other fixes that weren't already stated that would help much. Now if you'll excuse me, I'm going to play warpath
 
Back
Top