Cactus Canyon Redux

Cactus Canyon Redux Final2

Wowzers, this is a big update!

  • Rethemed blue spawn
  • Pushed cliff detailing into the skybox
  • Overhauled detailing for the right flank route/buildings around A
  • Opened up the right flank route/building to the cliffside
  • Doors to A flank now open after A is captured
  • Removed walls of the building in the A > B choke
  • Rethemed RED's first spawn
  • Added additional cover around B
  • Reworked the rightmost route in the transitional building between what was stage 1 and 2
  • Removed balcony from transitional building
  • Removed walls from corridor route in the coalpit area
  • Added additional cover and height variation to the coalpit area
  • RED now gains a forward spawn for a short time after BLU caps B
  • Detail overhaul of 'Stage 2'
  • Expanded the deathpit near C
  • Re-added the funny healthpack
  • Train doors for C >D building are now opened after C is captured
  • Reduced cover around C
  • Moved RED final spawn further back
  • Reworked D (too many changes to list)
  • Overall detail improvements
  • Lowered overall RED spawn times
  • Clipping improvements
  • Optimisation improvements
If you happed to get a chance to play this new update, please let me know what you think of the changes!

Known issues:
  • Some textures are misaligned
  • There are some leftover particles in mid-air
  • Train may occasionally kill its passengers
  • Some seams
  • Train doors opening is not as dramatic as it should be
  • Deathpit near C does not use the 'fall' damage type
Update coming soon to address these issues
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This update aims to tackle many of the issues seen within the first playtest, but further gameplay changes are still to come.
  • Reverted point C to its original position
  • Removed point D
  • Re-added the middle gate to block the sightline on the train tracks
  • Adjusted spawn times
  • Greatly reduced the time awarded when blue captures a checkpoint
  • Reworked the building the cart passes through before last
  • Added a new flank route behind last
  • Moved the final gates to be in-line with the small building near last
  • Improved lighting in many areas
  • Trains now kill you if you get stuck in the carriages
  • An additional sound now plays before a 'final' train enters the map
  • Train gates now close much sooner
  • The train now slows down to a stop after being hit by the bomb
  • The 'final' train has been made slightly faster
  • Additional cover has been added near B
  • Payload path logic improvements
  • Fixed the payload checkpoints using the wrong skins
  • Detail improvements
  • Clipping improvements
  • Fixed the payload not correctly stopping at the final checkpoint
  • Fixed the 'final' trains not opening the train gates
  • Fixed not being able to comfortably shoot through windows near A
  • Fixed some missing overlays
  • Fixed an issue causing some brush faces to be transparent
  • Fixed some displacement errors
  • Fixed some players not having a good day
Known issues:
  • An area of cliffs near B goes in-and-out of existence. (This is caused by an aggressive optimisation strategy)
  • Some displacement seams
  • Light bleeds through some displacements
  • Cart can regress past a checkpoint if regression begins before it can be pushed any further