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Canyon (beta) 



Map Version: Beta 
Type: KotH
Released: 03-29-2012 
Last Update: 03-29-2012 
VegetableFace
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Default Canyon (beta)

A medium sized KotH map set in a canyon. Players do battle in various buildings suspended in the middle of the canyon with the constant threat of dying a clumsy, painful death. The control point is located in the middle, inside a tower looming above the map. A fair amount of vertical space should make for some interesting movement for Soldiers, Demomen and Scouts while not completely leaving the less mobile classes in the dust.

Sooo, first actual TF2 map I've worked on and released, and I'm fairly happy with it. As I've only been able to test it with bots, I'd appreciate any feedback on the map. Balance issues, visual niggles, whatever really. The map is largely done, but there are still some graphical issues, like tidying up the lighting in places and the water texture needs replacing as it produces some weird visual artifacts at times.

Oh, and if you're interested in including this map in your server rotation, could you let me know? As I said, I've only been able to play with bots so far, and it'd be interesting to play it with actual players for once.


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Beta release!



Old 03-29-2012, 07:54 AM   #1
Kiddnils
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Looks really cool. I am making a map with a canyon style, too. Maybe you could test the map in one of our gamedays?
 
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Old 03-29-2012, 08:12 AM   #2
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Quote:
Originally Posted by Kiddnils View Post
Looks really cool. I am making a map with a canyon style, too. Maybe you could test the map in one of our gamedays?
Hey, thanks! I usually love canyon-ish maps in games so always fun to hear more people are doing it.

Aaaand I didn't realize you guys had gamedays like that. Sounds pretty neat, def gonna try and get my map in there someday. Thanks for pointing me in the right way!
 
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Old 03-29-2012, 08:37 AM   #3
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Okay i have a bit of screenshot feedback.

-You'll want to run it with the advanced lighting settings. Stuff like the rocks and planks will look way better.
-I really dont like that concrete bridge, or the way the train dangles off it.
-I bet you the name canyon is already taken.

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Old 03-29-2012, 08:39 AM   #4
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First of all, i got to admit, it is way better than most first tf2 maps i seen here.
That doesn't mean there is no issues tough.

First of all, i understand this is canyon, people are going to fall down and there is going to be deathpits. Thing is, almost every route on the map has deathpit around it, making pyros overpowered and making fighting real pain in the ass, because you can't dodge anything without falling to your death.


You forgot to build cubemaps.


This spawnroom is really tiny in general and filled with small and big props that get on the way and don't give you much room to dodge any spam that might be coming into spawn room.


Why is there minecart on the blu side of the room? Red team has corner their snipers can hide in and shoot everyone on roof areas, but blu doesn't.


Not only does this sign look ugly, it makes no sense. This sure as hell ain't blast complex, it is wooden building built in canyon.

There is one really major issue tough.


There is no optimization at all, whole map renders no matter where i am, this is really bad.

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Last edited by Wilson; 03-29-2012 at 08:48 AM. Reason: My english sucks once again.
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Old 03-29-2012, 09:03 AM   #5
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Quote:
Originally Posted by W.S Wankhouse View Post
First of all, i got to admit, it is way better than most first tf2 maps i seen here.
That doesn't mean there is no issues tough.
...
Alright, thanks for having a look. I'll take another pass later and go through your pointers. Although, I had built cubemaps prior to packing it up with Pakrat. I'm guessing I'll have to pack it up and then run it to build the cube maps correctly?

Quote:
Originally Posted by LeSwordfish View Post
Okay i have a bit of screenshot feedback.

-You'll want to run it with the advanced lighting settings. Stuff like the rocks and planks will look way better.
-I really dont like that concrete bridge, or the way the train dangles off it.
-I bet you the name canyon is already taken.
Yeaah, I had some issues with the train. Realistically, that last bit shouldn't still be attached. I'll probably just get rid of it, and have that other wagon slightly poke out from the bridge.

As for the bridge, I should probably go for a more metal support kinda thing. The concrete was mainly there to give the blu side a...Well, blu feeling.

Thanks for the feedback so far, guys!
 
Last edited by VegetableFace; 03-29-2012 at 09:10 AM.
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Old 03-29-2012, 01:00 PM   #6
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Where are you getting the rocks and waterfalls from?
 
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Old 03-29-2012, 01:57 PM   #7
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Quote:
Originally Posted by Kill_the_Bug View Post
Where are you getting the rocks and waterfalls from?
Rocks are props. You used them a LOT in your map, so you should have no trouble finding the others (search rock or cliff or boulder)


The waterfalls are props (see sawmill and thundermountain) ... or it can be a texture (don't know where it is)

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Old 03-29-2012, 02:56 PM   #8
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Yes I DID use them - highlight DID - RC5 is coming out (hopefully soon) and is a major rebuild of the map - rocks now only about 2-5% of the map now. I've seen a lot of rocks, cliffs, boulders, etc and these ones he has looks like they would fit in well with my canyon map - they also look much SMALLER which is something that I can definitely use in my map as all the mining ones appear to be too large.

I completely forgot that sawmill and thundermountain had waterfalls in them thanks!
 
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Old 03-29-2012, 03:10 PM   #9
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From the screenshots, the map looks nice, both aesthetically and gameplay-wise. Certainly better than my first map that I'm still struggling with. Haven't really got any useful feedback for you, sorry.

Quote:
Originally Posted by W.S Wankhouse View Post
Neat. What's that? Is it done through a console command or does it require downloading something?
 
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Tags
canyon, koth, map, vertical space, waterfall

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