Hey guys, Handsome Defib here.
Some fixes or reasons to remove some VSH maps. Reg's will understand.
VSH_toys_b2 TL: DR: First stage of map has easily exploitable teleporter on secure book shelf. Hale's attempting to use teleporters get trapped in buildings and easily telefragged. Fix: Prevent buildings from being able to be built in map's teleport areas.
Photo - Shelf Security from outside
Photo - The exit from shelf to spawn, in which trap is placed.
Photo - The entry from spawn to shelf
DEMO showing what an engie normally does: https://www.mediafire.com/?lsux9d8xfldi9ya
WeaponsDepot (By Lethal Gaming) TL: DR : Long known problem with high rise (hales spawn) in which snipers can easily access, yet hale has extreme issues. Fix: Add kill pit/kill floor, at bottom of tower to grant hale super jump ability.
Note: The ladder on the side of that tower SHOULD BE FUNCTIONAL, FLINGING HALE UP IT TO REACH TOP OF SPAWN TOWER. Please, either fix the ladder, add kill pit, OR REMOVE THIS MAP
Photo - Kill pit should be placed somewhere on this side, near the large tubing.
Photo - Schematic of kill pit placement and jump
Some fixes or reasons to remove some VSH maps. Reg's will understand.
VSH_toys_b2 TL: DR: First stage of map has easily exploitable teleporter on secure book shelf. Hale's attempting to use teleporters get trapped in buildings and easily telefragged. Fix: Prevent buildings from being able to be built in map's teleport areas.
Soooo, we've run into a little bit of an issue on a newer and more popular map.
On VSH_toys_b2 there's a teleporter in the map's first stage that teleports you to the top of some shelves. That's cool and all, but the first thing engineers do is build a dispenser in that small teleporting area, and when hale takes it, he/she gets trapped there.
Now, that doesn't sound so bad, EXCEPT, that teleporter entry is raised/shifted a little so that the engineer who trapped the hale with a dispencer, can also build a teleporter underneath (rather adjacently) to the trap.
Making this thing a death trap for hales. And I know what you're going to say, why not just rage when you teleport? That's actually a worse idea than punching your way through the teleporter trap, because for a brief second you cannot punch, which gives the engineer more time to get on his teleporter and telefrag.
On VSH_toys_b2 there's a teleporter in the map's first stage that teleports you to the top of some shelves. That's cool and all, but the first thing engineers do is build a dispenser in that small teleporting area, and when hale takes it, he/she gets trapped there.
Now, that doesn't sound so bad, EXCEPT, that teleporter entry is raised/shifted a little so that the engineer who trapped the hale with a dispencer, can also build a teleporter underneath (rather adjacently) to the trap.
Making this thing a death trap for hales. And I know what you're going to say, why not just rage when you teleport? That's actually a worse idea than punching your way through the teleporter trap, because for a brief second you cannot punch, which gives the engineer more time to get on his teleporter and telefrag.
Photo - Shelf Security from outside
Photo - The exit from shelf to spawn, in which trap is placed.
Photo - The entry from spawn to shelf
DEMO showing what an engie normally does: https://www.mediafire.com/?lsux9d8xfldi9ya
WeaponsDepot (By Lethal Gaming) TL: DR : Long known problem with high rise (hales spawn) in which snipers can easily access, yet hale has extreme issues. Fix: Add kill pit/kill floor, at bottom of tower to grant hale super jump ability.
Note: The ladder on the side of that tower SHOULD BE FUNCTIONAL, FLINGING HALE UP IT TO REACH TOP OF SPAWN TOWER. Please, either fix the ladder, add kill pit, OR REMOVE THIS MAP
Back to this cancer map, Weapons Depot. A lot of people have been crying about the snipers that take post above the hale's spawn. It's very difficult to get to, especially since it's the highest place, the snipers who camp up there have a wide view of all the map.
A lot of people have complained and/or tried to get rid of this map mainly because of this sniper's den, but due to it's popularity (in my opinion, the only reason why it's so popular is because it's easy for point whores). I believe there is a simple fix to this ...
The map is already pretty ugly and dully made, so I don't see what's wrong with adding a killpit or australium gold bars on the bottom flooding floor next to the hale spawn tower. The kill pit/bars will do an immediate amount of large damage. When a hale takes large amount of dmg, he is granted a SUPER JUMP, which is 3-4 the times the normal height of a regular jump. I believe the dmg output should be about 500 per second.
Snipers on this map are really the win or lose ratio on this map. Providing a proper way of killing them will balance this map.
A lot of people have complained and/or tried to get rid of this map mainly because of this sniper's den, but due to it's popularity (in my opinion, the only reason why it's so popular is because it's easy for point whores). I believe there is a simple fix to this ...
The map is already pretty ugly and dully made, so I don't see what's wrong with adding a killpit or australium gold bars on the bottom flooding floor next to the hale spawn tower. The kill pit/bars will do an immediate amount of large damage. When a hale takes large amount of dmg, he is granted a SUPER JUMP, which is 3-4 the times the normal height of a regular jump. I believe the dmg output should be about 500 per second.
Snipers on this map are really the win or lose ratio on this map. Providing a proper way of killing them will balance this map.
Photo - Schematic of kill pit placement and jump