Just a heads up, my map koth_canopy was called koth_torque up until Beta 1. http://tf2maps.net/threads/canopy.21089/
jsyk, filenames I compiled under were _a1, _a1a, _a2, _a3, _a4, _a4a, _b1; people are bound to have conflicting files if you release yours with the same names
Also... creating a download will make a dupe thread now.
@Geit I meant that since this thread was created without using the resource system, adding a new resource will duplicate the thread.
- Changed name from koth_torque to koth_vanillands
- First public release
- Lots of redesigns around mid
- Autumn, not snowy
- More things I forgot I did 2 years ago
Yo images are broken
Minor feedback I didn't leave when we playtested this map earlier today, but I think you should remove the windows on the mid building. EVERY death I had on the point (barring maybe one or two) was due to a Demoman lobbing stickies into the building from the lower area by the bridge. It made capping the point nearly impossible due to the volume of explosive classes and the tiny point area. Removing the window would at least protect cappers from some of the spam that went on all around mid.
- Adjusted middle building
- Completely changed spawn yard area
- Reduced medium health kit to a small health kit at right route from spawn. Adjusted location for rollouts better.
- Added airborne small health on rope on right route out of spawn to supplement lack of health for jumping classes rolling out
- Adjusted capture point area and added visual aids on the ground to make it obvious where the cap zone is during gameplay
- Adjusted fencing around the point to allow players to attack on the curved cliff route around the CP
- Minor fixes & changes
- Redesigned centre point
- Added 3D skybox