Difference between revisions of "Talk:Environmental death"

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(Issues with Bosses/Event-specific Hazards: new section)
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Boss mechanics are irrelevant to this article and should be removed in a near future edit with a review of coverage of the removed material by the appropriate articles (e.g., [[Eyeaduct]] and [[Ghost Fort]]). [[User:Mikado282|Mikado282]] ([[User talk:Mikado282|talk]]) 19:58, 5 September 2017 (PDT)
 
Boss mechanics are irrelevant to this article and should be removed in a near future edit with a review of coverage of the removed material by the appropriate articles (e.g., [[Eyeaduct]] and [[Ghost Fort]]). [[User:Mikado282|Mikado282]] ([[User talk:Mikado282|talk]]) 19:58, 5 September 2017 (PDT)
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== Issues with Bosses/Event-specific Hazards ==
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I find this section to be outdated, inaccurate, and outmoded, one of the last holdouts perpetuating early Community suppositions about the nature of the Underworlds.
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1) Pumpkin bombs, Alien Walkers, and Explosive Barrels, while event-''themed'' and appearing primarily on maps Valve hosts only in Events, are not ''event-specific''. These hazards are active anytime the maps are hosted, requiring no event setting to activate.  The Alien Walkers are on [[Probed]] and [[2Fort Invasion]] that are now hosted year round. All other event-themed hazards have already been included in the other sections, and these should be moved there.
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2) The Underworld (specifically [[Eyeaduct]]) and Loot Island sections come from a time when these were the only [[Underworld]]s and are not specifically Hazards. Hazards of the various Underworlds are all completely covered in their own sections.
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3) The Bosses are also event-themed. While they are fairly considered to be map hazards, they are fully covered in their own pages, and their sections here can be sharply diminished.
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[[User:Mikado282|<span style="font-family: Impact"><font color="70B04A">'''M I K A D O 282'''</font></span><span style="font-family: Arial "><font color="70B04A">''' <small>🎃</small>🎃🎃🎃🎃<small>🎃  🎃🎃  🎃🎃</small>  '''</font></span>]] ([[User_talk:Mikado282|talk]]) ([[User:Mikado282/To Do|To Do]]) 16:48, 3 November 2018 (UTC)

Revision as of 16:48, 3 November 2018

It would be new section all together, but I have seen a couple maps, where the payload, (before the stage starts) slides down a hill and standing in its wake causes death. Should we bother mentioning it. If so, does anyone know the map I'm talking about? I know the 3rd stage is all uphill, and instead of an explosion it's a giant sub-woofer that goes off. Lalaguy 23:17, 4 November 2011 (PDT)

I think it's pl_Promotion, but as it's not an official map it probably won't be added. » Cooper Kid (blether) • (contreebs) 05:46, 5 November 2011 (PDT)

Thanks, just wanted to clarify. Lalaguy 13:19, 5 November 2011 (PDT)

Ubercharges and environmental deaths

Is it worth mentioning on this page which of these deaths can kill ÜberCharged players? --Itsacon 04:41, 6 April 2012 (PDT)

Mechanics behind causing environmental deaths

I was just wondering what the mechanics were behind causing someone to have an environmental death. Specifically, I tried airblasting someone into lava and it just counted as them dying by themselves. Does it have to be within a specific time-limit of them leaving the ground? Bojjob 19:31, 9 January 2014 (PST)

Helltower lava

Should the lava from hell and the cliff in Helltower be considered it's own environmental death, or would it be added to one of the existing deaths? Paint Splat TheValueOfTeamwork.png ClockworkSpirit2343 Scout emblem RED.png 07:19, 1 April 2014‎ (PST)

I dont think NPC's should be here.

As technically they arent the " enviroment" ScottishDrunkard (talk) 15:12, 27 December 2014 (PST)

The environmental death is defined as "A death caused by a map element", so death from NPC should be included in this article because NPCs are "a map element".  –  Kii (talk) 15:34, 27 December 2014 (PST)
Hmm...good thinkng. EDIT: Forgot to sign. ScottishDrunkard (talk) 07:44, 28 December 2014 (PST)

The preceding unsigned comment was added by ScottishDrunkard (talk) • (contribs)

MvM mission failure explosion and ghost fort wheel of misfortune

There is no section about the bomb explosion that occurs when the players fail to defend the hatch. There is also no mention of the spells on the wheel of misfortune, although they may not be considered environmental hazards due to being tied to capturing the point. Chandlerj333 (talk) 20:28, 22 February 2015 (PST)

Payload description directs to pitfall; appropriate maps aren't listed

In the description of the payload explosion deaths, it notes that some payload maps can cause a pit to form once the final point is capped. However, the pitfall deaths don't list these maps. Should they be added, or should it stay as is?

They could be designated like this:

Chandlerj333 (talk) 22:02, 9 May 2015 (PDT)

Lava, Styx, and Bomb Pits

I am wanting to write up the entries for Lava and the underworld waters. But I need some feedback. For clarity, I have separated the environments. Mikado282 (talk) 17:01, 22 June 2017 (PDT)

Lava

Lava will be pretty straight forward. On my main project, I have run out of ways to get around there being no section on Lava. However, there are some Lava-specific game mechanics I need to verify before I can really do this right. Mikado282 (talk) 17:01, 22 June 2017 (PDT)

Pictogram tick.png Done Mikado282 (talk) 08:56, 8 July 2017 (PDT)

Styx

Styx is my present placeholder for the name of the environmental hazard type of the underworld waters in Eyeaduct and Ghost Fort. I want some thing clear, short, and distinct; toxic water, death water, and instant death water don't really do it for me. I like Styx a lot, certainly the present waters of the underworlds are reference to River Styx; but, what if the instant death water is used in a non-underworld, unhaunted level? Comments and suggestions are welcome. I need a name for it. Mikado282 (talk) 17:01, 22 June 2017 (PDT)

Treating underworld water is more complicated. There are multiple underworlds, some with the water in question, some without; but the legacy articles still refer to a single underworld under Eyeaduct. I am still thinking about how to best do this; maybe revise this article to separate the water and "underworld" health drain as distinct environmental hazards and list the maps that have them (rather than letting the original map combinations drive the section) Mikado282 (talk) 08:56, 8 July 2017 (PDT)
Pictogram tick.png Done I settled for "Underworld waters" (see Discussion here). It is still awkward to my taste but is an acceptable compromise. Mikado282 (talk) 19:55, 5 September 2017 (PDT)

Bomb Pit

Chandlerj333's question has me thinking. Yes, the "Bomb Pit" (cueing from the MVM term, Bomb Holes) seems like a pitfall, but I want to make sure of the mechanics. Even if the only difference is that the hole is uncovered when captured, I think it could be handled at least as a distinct subclass of pitfall. Moreover, technically, the cart itself is an Environmental Death hazard on certain maps. I will continue to look into this; suggestions are welcome. Mikado282 (talk) 17:01, 22 June 2017 (PDT)

Pictogram tick.png Done for now, this was a quick fix; covered by revising the introduction. Mikado282 (talk) 08:56, 8 July 2017 (PDT)

Sept. 5, 2017

Addition of Health drain, Underworld waters, and Shake, and several updates and cleanups.

The article is now effectively updated to support competition of Brimstone (map), et al.. Another objective is to depreciate the present Underworld and Loot Island sections as they are too cumbersome and inconsistent to update to the newer maps. The Underworld and Loot Island are out-of-date and are now fully depreciated by the recent edits and will be removed. Merasmus, MONOCULUS, and Skeletons could remain, but only because their damage is classified as environmental. The Boss/Event specific content is largely replaced by these recent edits and may be greatly reduced.

Pumpkin bombs are map/theme-specific, not event-specific, as they do not need an event to be active. This should be moved to the preceding section.

In general, map mechanics are unnecessary and have been removed in places.

Boss mechanics are irrelevant to this article and should be removed in a near future edit with a review of coverage of the removed material by the appropriate articles (e.g., Eyeaduct and Ghost Fort). Mikado282 (talk) 19:58, 5 September 2017 (PDT)

Issues with Bosses/Event-specific Hazards

I find this section to be outdated, inaccurate, and outmoded, one of the last holdouts perpetuating early Community suppositions about the nature of the Underworlds.

1) Pumpkin bombs, Alien Walkers, and Explosive Barrels, while event-themed and appearing primarily on maps Valve hosts only in Events, are not event-specific. These hazards are active anytime the maps are hosted, requiring no event setting to activate. The Alien Walkers are on Probed and 2Fort Invasion that are now hosted year round. All other event-themed hazards have already been included in the other sections, and these should be moved there.

2) The Underworld (specifically Eyeaduct) and Loot Island sections come from a time when these were the only Underworlds and are not specifically Hazards. Hazards of the various Underworlds are all completely covered in their own sections.

3) The Bosses are also event-themed. While they are fairly considered to be map hazards, they are fully covered in their own pages, and their sections here can be sharply diminished.

M I K A D O 282 🎃🎃🎃🎃🎃🎃 🎃🎃 🎃🎃 (talk) (To Do) 16:48, 3 November 2018 (UTC)