README
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PL_HOODOO BETA 2
(pl_hoodoo_b2)

Gametype: Payload
Players: 24-32
Scoring mode: 1 point per checkpoint captured
Author: Tim "Youme" Johnson 
Contributors: Jeroen "Snipergen" Dessaux
"DigitalReaper"
John "Jimbomcb" McBroom
Wade "Nineaxis" Fabry of http://fabrydesign.com
"Oxy"
E-mail: die_stumpfe_klingen@hotmail.co.uk

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Map description

A standard payload map for Team Fortress 2, Blu are escorting a custom payload model - a dirty bomb - towards the red base.

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Recommended config file

mp_maxrounds 2
mp_winlimit 0

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Revision History (DD/MM/YY)

Beta 2 released 31/08/08:-

* Fade distances adjusted, a few were too short.
* Named capture points properly and added A/B/C signs at the second point of each stage.
* Miscellaneous layout changes to all stages, including:
  * Widened an exit in stage 1.
  * Moved a oneway door in stage 1.
  * Added a new oneway route in stage 2
  * New tunnel into the final building in stage 3.
  * Added a respawnvisualiser to a door further from Blu spawn in stage 2.
  * Added a bridge outside blue spawn in stage 2.
  * Additional skybox detailing.
* Lightened a most of areas.
* Improved playerclipping and altered incorrect collision modes of props.
* Miscellaneous detailing improvements over all stages.
* Fixed fully black lightmap and bleeding light problems.
* Reduced intensity of ticking sound.
* Fixed some displacement misaligns.
* Fixed a problem when players would get slanted views.
* Fixed visleaks.
* Improved lightmap optimisation


Beta 1A released 10/08/08:-

* Added 3D skybox
* Detailed entire map, all developer textures removed.
* Lighting vastly improved as well as giving lights sources.
* Made all displacements - removing a few lips where players previously had to jump over.
* Optimisation in the form of hints, areaportals, fade distances on props, remodelled props, overlays in place of props, etc.
* Added cart model by Snipergen as well as various miscellaneous models by DigitalReaper
* Added ticking + alarm sound to cart along with explosion particles (waiting on valve to enable them).
* Slight layout tweaks across all three stages, physical changes as well as ammo/health pack amounts and locations adjusted
* locked a door until a certain capture point is capped by Blu.
* Playerclips, clips, blockbullets all added


Alpha 4 released 16/05/08:-

* Added one way (non-team specific) route in stage 1.
* Moved blue spawn in stage 1 into a separate room to prevent major chance of spawn camping.
* Adjusted/added/removed various hoodoos.
* Adjusted/added/removed various health/ammo.
* Added ambulance model by Oxy.
* Tweaked respawn timers.
* Added door models to spawn rooms.
* Added one one-way (non-team specific) route to stage 2.


Alpha 3 released 13/05/08:-

* Prevented cart returning past capture points.
* Removed console error about wrong model type.
* One route made blue-team-only in stage one.
* One route made red-or-blue-team-only in stage three with placeholder visualisers.
* Skybox lowered from its excessive height.
* Added health/ammo packs in all three stages.
* Fixed a spawn oom vis problem where players could walk straight though it.
* Slight layout tweaks.
* Final cap points in second and third stages made narrower.


Alpha 1 released 01/05/08

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Known Issues

* No explosion at the end of the map, neither physical(being worked on) or particle effect(valve claim to be working on this...).
* Some light is still bleeding, blasted stuff, I though I'd fixed it!

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Thanks

All members of www.coltsplayground.net and www.tf2maps.net, most notably:
Colt Seavers
Jimbomcb
Snipergen
DigitalReaper
Nineaxis
Velvet Fist, Iron Glove

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Like this map? why not digg it - http://digg.com/pc_games/New_Team_Fortress_2_custom_map_PL_HOODOO
If you really like it, why not recommend it to valve for an update? ;)
