Canyon

Canyon b1c

  • Fixed the doors being broken for BLU
  • Fixed the HDR being just a little too bright
  • Fixed the canyon deathpit teleporting players instead of killing them
DaSpruceGoose is making good progress on the upcoming artpass overhaul, so I figured it's well-past time to "spruce" up the map as well. Ha. Aha ha.

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  • Gamemode parity with the most-recent version of Linedrive
    • Various updates to the main Vscript file
    • phys_pushscale increased to 30
    • New models from @Wendy and r0nii
    • Doors are no longer locked shut during setup time
  • Fixed the crowd not booing when the ball is knocked into the deathpit
  • Knocking the ball into the deathpit now grants 30s of time
This is just a quick bug-fix update since I recently had an epiphany on how to fix a bug with the new PD-based logic (the epiphany is to turn off the "causes a bug" setting).

Not all of the changes made have been tested, but they should work! If not, let me know!

- Using VScript, removed the need for server operators to modify sv_allow_point_servercommand
- Increased the phys_pushscale from 9 to 12
- Fixed players dropping flags, messing with the score-keeping on the HUD
- Added clipping to the perch outside of the forward spawn exit, to make prop-jumping easier
- Added a light to the perch on RED's side, due to it previously being in shadow
OVERALL
- Slightly lowered the phys_pushscale multiplier, from 10 to 9
- Finished detailing the map, although I might've missed a spot or two. Please point them out!
- Adjusted pickup sizes and locations

MID
- Replaced the alcove-side security fences with a low wood fence

ALCOVE
- Added a new "perch"

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There are a few visual bugs in this version (such as visible nodraw "holes" and non-sewn displacements near the rock arch and texture misalignments in the spawn rooms) but since these are minor and shouldn't affect gameplay I'll leave them in until the next version

OVERALL
-- Made the map aesthetics more Badlands-like
-- Reworked the logic to use a PD hud, as some players found the previous CP-based hud confusing.
-- Added a secret room that's probably not too difficult to find, honestly

MAIN PATH
-- Added high fences around mid
-- Replaced the "silo" with a rock formation
-- Replaced the wooden structure separating the main path and the alcove with the rock arc used in earlier versions
-- Smoothed out the side ramp up to the alcove

ALCOVE
-- Added a second route across mid from the alcove to beside the bridge on the enemy's side of mid. Can also be used as a high-risk-high-reward pipeball path.
-- Shrunk and lowered the sniper perch

BACK
-- Expanded it, and made it suck less
-- Added a large ammo pack to incentivize players (especially Engineers) to defend back there.

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- Added collision to the conveyor props near mid

I removed the clip walls blocking these off, but I forgot to check if they had collision. They didn't, but now they do!
OVERALL
- Added several more env_cubemap entities around the map in attempt to reduce 'weird cubemap' issues
- Updated the lighting and skybox to match cp_badlands
- Replaced the game_text_tf entities with plain game_text entities, as some players could not see them
- Made the white ball slightly lighter
- Increased the time added on goal from 30s to 1m15s
- Reduced timer from 8 minutes to 6 minutes.
- Increased maximum timer length from 8 minutes to 10 minutes
- Clipping fixes
- Fixed time not being added on goal

MID
- Moved the bridge ammopacks off to the side
- Increased the healthpacks from small to medium
- Removed the clip brushes over the conveyors by the bridge
- Removed one of the "silos" on the ramp up to mid
- Added some pipeball-exclusive clipping to help round out corners the ball tends to get stuck in

GOAL
- Increased the goal size from 192hu to 224hu
- Detailing tweaks

SIDE ALCOVE
- Reduced the heathkit size from a medium to a small, as the kits are very close to the spawn exit
- Reduced the length of the alcove by 128hu to combat Sniper dominance
- Converted the "mine cart scaff" into a reachable area. This is an experiment, and if it performs badly it will be regressed

SPAWN
- Slightly widened the cliff-side spawn and added two more spawn points
- Added a wedge bumper in front of the cliff-side spawn exit

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LOGIC
- Changed the "gutterball" sound effect to the PASS Time crowd boo
- The pipeballs now destroy buildings they touch
- Increased the hurt radius of the black ball, from 112hu to 144hu
- Scoring a goal now adds 30 seconds to the round timer
- Scoring a goal now displays a "[team] scored! Resetting..." message
- Increased the phys_pushscale point_servercommand, from 5 to 7.5
- Shortened setup time from 15 to 10 seconds, so players spend less time trapped in spawn.

LAYOUT
- Added directions at spawn
- Removed the side route
- Heightened the brushwork fences at mid by 8hu, making it 40hu tall
---- The fence is "extended" to 128hu using pipeball-exclusive clipping, making it harder to send the ball into the canyon at the start of the round
- Shortened the arena-side spawn exit triggers by 64 units, to help mitigate accidental spawn door opening
---- This change does not apply to the spawn doors behind each team's goal

BUG FIXES
- Fixed several spawn doors that could be opened by players on the opposite team
- Added clip brushes that were missing on the cliffs near mid

KNOWN ISSUES
- Scoring a winning goal still displays the "Respawning..." popup, but only if the black ball hasn't spawned

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- Removed the resupply locker Tom Cruise cutouts
- Fixed the wonky shadows
- Fixed the doors not starting locked at the beginning on a round
- Fixed the pipeballs not consistently glowing (hopefully)
LOGIC
- Removed the "sv_allow_point_servercommand check" logic, as it doesn't work outside of listen servers
- Added the standard "force-respawn-on-goal" logic
- Added a filter to the func_clip_vphysics brushes, so they exclusively block pipeballs as intended
---- In prior versions, they also blocked a number of projectiles. Sorry, Demoman mains!
- Made the Black Ball warning less intense
- Made the pipeballs slightly lighter
- Added a glow to the pipeballs to improve visibility

MAIN ROUTE

- Redesigned the entire map to be block several sightlines, as well as make everything more interesting.
- Lowered the bridge at mid to be at the same height as the area surrounding it
- Added a small heathkit near mid
- Split the rear arena entrance into two doorways to better resemble other Pipeball maps
- Shortened the map by ~256hu on both sides

SIDE ROUTE
- Made the 'sniper deck' larger, and added additional cover
- Increased the ammopack from a small to a medium
- Added a flank that brings players just past mid

KNOWN ISSUES
- Doors are not locked during setup
- Pipeball glowing isn't consistently enabled
- Player and pipeball shadows are, to put it lightly, funky.