warpath2 updates

Requested play change:

Remove sudden death and instead have the team with the most CPs when time expires win. This will help eliminate playing D at the last point (where D has a great advantage) in hopes of winning sudden death, and encourage the back-and-forth pushing that is intended in this map. I loathe it when a good team lazily plays D at that last point then wins sudden death, or has no problem with a stalemate since they were 'losing' anyway.

Everything else looks great! I liked the "security warning" sound, but not for cloaked spies (warned snipers before I stabbed them). Therefore, I'm glad you removed it.
 
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I know you have probably completely revamped the map but if I may, did you get the original authors authorization to do this? I know this may sound bad but if you haven't its "stealing" his work, I know the guy who edited Toyfort into alt1 and alt2 nerfed the map completely I just dont want you to run into any issues with the original mapmaker if you haven't gotten permission.

~M
 
I know you have probably completely revamped the map but if I may, did you get the original authors authorization to do this? I know this may sound bad but if you haven't its "stealing" his work, I know the guy who edited Toyfort into alt1 and alt2 nerfed the map completely I just dont want you to run into any issues with the original mapmaker if you haven't gotten permission.

~M

Ack did get permission.

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.
 
Fantastic thread here ack. Me likey.

I'm with a lot of people in the thought that we need to keep the security warning and remove the lantern. Those are definites in my mind since A - removing the security warning will favor ack too much and B - the lantern is annoying.

Of all the ideas - raising the roof is an absolute must.
 
Thanks for the positive feed backs on the updated map.

Please let me know if you notice any bugs or think we should do additional game play tweaks in warpath2_u3.

I have come across a couple bugs that I will get fixed in u4.

- you can fall behind the level at the bottom of the ridge if you gren/rocket jump above the canyon face
- with the raised sky there a few new sky/canyon wedge points I need to fix

It will probably be a few weeks before I roll u4 as I want to see how the existing game play adjustments pan out.

thx
-ack
 
I've noticed there is a glitch in the ravine, there is some way (im not familiar with) to get below the world and shoot from underneath.
 
I've noticed there is a glitch in the ravine, there is some way (im not familiar with) to get below the world and shoot from underneath.

sounds like this?

ack said:
- you can fall behind the level at the bottom of the ridge if you gren/rocket jump above the canyon face

-ack
 
great work here Ack.

Thanks to the new ladders, I have found that the spies are definitely finding their way on top of CP2/CP4 which is provided some interesting new placement strategies for NG's.

The change to the game time is working well rewarding matches that push back and forth, and quickly ending stalemates.

The raised sky is providing "double jumping" demos new strategies for busting some crazy distance which is providing some interesting elements to the map(demos now are beating scouts to the middle CP at the beginning of rounds). This has cut down on the "scout rush" tactic of just outracing the other team and overwealming opponents with numbers.

So far, map is playing well and providing some new strats that were sorely needed.

Thanks for your hard work here.

Money
 
Ack!

Great job on the updates. It's definitely been a more balanced play, especially more back-forth pushing when both teams are full of regulars.
 
Hi

Here is the changelog for cp_warpath2_u4

- it was possible to fall behind level at the ridge
- fix couple more sky/canyon wedge locations
- fix brush/displacement issue in bases on catwalk
- add a small invisible lip on the outer border of cp 2&4 walls
- redo fix for spy effect/block issue at cp2&4 garage spawn
- flatten spawn points at middle point (fix teleport build issue)

thx
-ack
 
Hi

I have been thinking its about time to make warpath2_u5. I would like to try and curb some of the stalemates.

I see the main reason for the stalemates as being caused by sentries. Its way to easy for engineers to (re)build them from the over abundance of metal all over the map. So I think we should reduce the metal (almost) everywhere on the map.

What do folks think of that? or do you have any other suggestions?

I also want to fix being able to get in/out of the window in the sniper building at each base.

thx
-ack
 
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