Canyon Pass

Canyon Pass A5

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I reworked the whole map according to user feedback.
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There is now a central bridge
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The bridge leads to the center. This is where the teams meet, usually.
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The bases are entrenched on the opposite sides of the canyon.
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There are also battlements, that allow you to get to the second floor.
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The second floor balcony allows players to either move from spawn, or jump down to defend the intelligence.
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There are also two passageways on the first floor
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This includes a second exit from spawn, as well as a ramp from the first to second floor.
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An entrance to the underground tunnels is here
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The underground center
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Sides of center underground

There are too many changes to count, and I was lazy, so no change log.

The BSP has cubemaps built, and has been packed!

Attachments

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First off, yes, I do release these rapidly. This is because I want to get out any broken gameplay, or silly errors before I detail it. I'd rather have a playable map as soon as possible then a pretty one that's broken (though, I do want it to be pretty).

I'd also like to thank the people who played my map in an imp yesterday, I really appreciate it. It was also fun to watch people play on something I made (and yes, it's orange, I know. I love it.)

Changelog (A2 -> A3)
-------------------------------------
* Started to texture respawn rooms.
* Added a giant piller to block off humongous sightlines.
* Added another cliff on ramps that go up to the base cliffs.
(To completely cut off said "pretty insane sightline"'s)
* Made the path to the base cliffs a ramp.
* Moved central spectator cameras closer (so they aren't being obscured by cliffs)
* Added a curve block on each teams far cliff.
* Optimized Skybox to conform to map shape (instead of just being a basket over the map)
* Lowered cliff curve infront of spawn doors (makes it less intimidating)
* Signiciantly brightened the team top level corridors.
* Lowered the entirety of middle to make it seem deeper in the canyon,
and to make it easier to fight there in gameplay.
* Fixed Uneven flag rooms.
* Added light to blue side long.
* Fixed improper textures in RED Base (even though I'm going to re-do it)
* Fixed dark spots in hallways (mostly)
* Smoothed out large side cliff so it doesn't look like it has a walkable edge
* Added another light to Red long.
* Increased brightness of the blue long light.
* Fixed clipping on pillar (you no longer can get stuck on it)
* Added signs everywhere (intel signs point to intel, signs to direct teams)
* Reduced medium health packs to small ones in sniper spots. (Ammo is still medium)
* Expanded base wall above spawn room (for future use!)
* Expanded flag room.
* Brightened Red Flagroom
* Disabled Lightmapping on light props.

Screenshots
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Changelog (A1 -> A2)
-------------------------------------
* Added Spectator Cameras
* Added "Curves" to the Walls, infront of the bases and to the sides.
* Fixed Texture Alignments on ramps.
* Modified Lighting on Intelegence (to be the same - for now)
* Modified Blu Base Lighting (made it wider)
* Changed Luxels on front of BLU base where light hits (from 16 to 14)
* Fixed RED and BLU spawndoors not filling the space (resized space)
* Made forward path wider.
* Replaced doors with ABS's props. Hey, the old ones worked but the new ones look better.
* Added corners to center.
* Areaportaled spawndoors and base entrances (and skylight!)
* Added two small ammo packs in center (on the cornered sides)
* Added health packs (medium) to the courtyard outside of the bases.
* Changed height of door slightly (it's lowered 2hu)