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Canada 



Map Version: Release Candidate 
Released: 11-07-2009 
Last Update: 01-09-2010 
StickZer0
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Default Canada



New pictures as of 12th July!.
Release Candidate 1 has been released on 12th July!
Clicking on pictures will give you a high-res version

Hello, I'm StickZer0 and I bring you my latest map - KotH_Canada!

Canada is a King of the Hill map set in (you guessed it) snowy Canada! Gameplay is centered around a central capture point, with multiple routes, all leading to the center. Many of the rooves are accessible, and while it is easier for scouts and soldiers, other classes can all take different, but slightly longer routes up to the top.

The gameplay is based on fast action and a constant change in control of the capture point. The capture time has been considerably reduced compared to a normal KotH map, so when you see your point is being capped by a single person, you have 14 seconds to haul ass and get to the cap and defend what is rightfully yours. Similarly, if the enemy has set up camp, one push can get you straight to the cap and turn the game on its head.

You can see a flythrough video of the map here.







Side passages give classes such as sniper and engineer places to set up and hold out once the cap has been taken.







Known issues:
  • Slightly buggy door at each side of mid

Shoutouts and Thanks:
  • J4CK8, Beanz and Torpedo Pengwin, for constant feedback and help.
  • Anyone i've stumbled across in the TF2Maps.net chat, you've taught me loads.
  • -TECU- and Bacon Sandvich for giving me a place to get my map tested easily.
  • Acumen for the snowy roof models

I would like any feedback you have to offer about this map, as I'm sure all of it will be valuable.

Thanks in advance!

-StickZer0


Changelog

rc1:
Moved the middle cap around a bit
Changed healthpack+ammopack spawns and sizes
Added cover to the side route
Detailed the map more heavily
Flagged the snow as weather particles
Added snow to the rooftops
Added a mysterious trainpath!


b3:
Totally rehauled the central cap. It's now got NO trees and more hard cover to protect against snipers and engineers.
Fixed many small bugs around the map

b2:
Detailed the map much more carefully
Overhauled the snowy-side passage and recreated to stop sniping and discourage spawncamping.
Added beautiful snow particles! Yay!
Fixed some visibility issues regarding skyboxes.
Removed the skybox and replaced with a small out of bounds area.

b1:
Detailed the whole map
Cleaned it up to a properly playable state.
Optimized
Signed the map

a8:
Roof accessed changed to help the people in spawn get an early advantage over spawn-campers.
Total rework of optimization, no more needed to be done now.
Removed a useless doorway in favour of optimization.

a7:
Cap updated with a hut on it to provide cover from snipers and soldiers
Optimized, yet again

a6:
Optimized even more
Displacements added in some places
Lightmaps set
Mist removed
Many trees in the center removed
New trains and debris added

a5:
Optimized the map a fair amount
Reworked the side routes to make them more useable
Increased roof-access
Added a few details to make the map less visually bland
Edited the fog to fit with the skybox better

a1-a4: Various mapmaking until you've got this. Lol.



Old 11-07-2009, 10:44 AM   #1
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hm, now i´m considering to build a KotH_Shrimp_fried_Rice
(might be understandable only by HIMYM fanboys)

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Old 11-07-2009, 10:53 AM   #2
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Quote:
Originally Posted by eerieone View Post
hm, now i´m considering to build a KotH_Shrimp_fried_Rice
(might be understandable only by HIMYM fanboys)
I like that show, but I kinda drift in and out and as such don't get it. But any reason why?
 
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Old 11-07-2009, 11:03 AM   #3
gamemaster1996
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I relise this is an early version but ight look more interesting with displacements and less blocky.

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Old 11-07-2009, 11:24 AM   #4
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Quote:
Originally Posted by gamemaster1996 View Post
I relise this is an early version but ight look more interesting with displacements and less blocky.
More interesting implies detail, alphas are not detailed.

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Old 11-07-2009, 11:34 AM   #5
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[ame="http://www.youtube.com/watch?v=zuiikK-XJ0Q"]YouTube- HIMYM Social Experiment[/ame]

on a less off-topic note:
i´m always doubltful that trees in the playingfield are good for the gameplay,
they might work as islands to block visibility, but not scattered throughout the whole map

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Old 11-07-2009, 12:03 PM   #6
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To accurately represent snowy Canada, it needs MOAR snow and more cold (trigger_hurt. Everywhere.).
 
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Old 11-07-2009, 01:38 PM   #7
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There isn't enough beavers
 
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Old 11-07-2009, 01:53 PM   #8
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Quote:
Originally Posted by Gamecubic View Post
To accurately represent snowy Canada, it needs MOAR snow and more cold (trigger_hurt. Everywhere.).
Can i just say a trigger hurt every where would be a terrible idea unless it was by a tiney amount eg. 0.05

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Old 11-07-2009, 02:58 PM   #9
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Quote:
Originally Posted by gamemaster1996 View Post
Can i just say a trigger hurt every where would be a terrible idea unless it was by a tiney amount eg. 0.05
No it wouldn't!
You positively NEED a trigger hurt over the entire map with a damage set to 1000. Oh, and don't forget to block the spawns in since it's winter and the players should be snowed in

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