Canyon

Canyon a7b

Payload was screwed up. Fixed now for real
Adds 'a' to version for unique naming
Another little fix to the lava in the D point side passage
Due to huge gap to unreachable area I have to fix this quickly before next maptest can happen.

pl_canyon_a7 changelog​


Gameplay​

  • Added route on far end of D deathpit
  • Adds clipping to C point building
  • Adds additional signs
  • Adds packs around D deathpit route
  • Adds details for better conveyance to C point
  • Replaces 2Fort bridge with roof at Blu spawn


Bugs​

  • Fixes huge gap in roof on D point
  • Fixes gap to unreachable section on Blu side of C point

Huge changes to C point in this one.​

After C point has been a wet sandwich I decided an overhaul was needed. C now resides in a building you can see as soon as you enter the smaller canyon. It dominates the space to help Blu see they must go in and take it. Red is given ready access to this building, and has easy access to the third floor where Engies and Spies can hunker down. The ground floor has stairs in the back behind a half-wall to give a way up to track level on floor two. There are packs scattered around to encourage players to go around the map.
A/B point has changed a bit too. There is now a second story to the dinky buildings on the higher level providing better routes and bases to Red and Blu. This should give better opportunities to Red's setup, and Blu's push on B point.
The walkway to D on the far side of the map has been closed off entirely to provide better flow in the map. This will get players to move on from the A/B side after it is captured, but not leave them too far behind and points are taken.

pl_canyon_a6 changelog​


Gameplay​

  • Removed some props from blu to C route to free up the space
  • Added new area to C point
    • Moved C point inside building and expanded the building
    • Created multiple levels within the building
    • Incorporated surrounding areas with big C building
    • Added roof between wire-crossing to Blu side entrance to allow crossing
  • Removed alt route to C point Blu battlements for clarity and flow
  • Added second story to tiny shack on A/B
    • Created a path between tiny shack and bigger building
    • Clipped above tinyshack to nerf higher-height advantages

Bugs​

  • Removed issue with spammy announcer lines
  • Fixed cart rolling forwards on last for no reason

pl_canyon_a5 release notes​

Gameplay​

  • Added new route from initial Red high-ground to new room overlooking Blu battlement spawn
  • Switched roof orientation on A point
  • Added new mid-ground route in smaller canyon (C point)
  • Reformed roof on small canyon mid room to be lower and more accessible
  • Adds see-through ceilings/floors to catwalk route entrance to encourage awareness
  • Moved final point further from building entrance
  • Adds slide down back of final building
  • Adds fencing to the top floor of final building
  • Adds visual details to fencing to help indicate it's impenetrability
  • Added some new health/ammo pickups


Visual/Aesthetic​

  • Added ambiance sounds to some areas of the map
  • Adds some wooden details to A point's pit
  • Raised roof in Blu spawn
  • Adds wooded textures and pickups to A point small tunnel


Bugs​

  • Fixed gap in Blu spawn room definition
Adding a4's update notes and the version here. The website was down before this so I'm retroactively adding it to keep track of changes. Also dropping prea from the versioning.

pl_canyon_a4 release notes​

  • Widened middle mine and added some décor/lighting
  • Added height and blocking to some structures to discourage height terrorism
  • Added lava to the pits with specific damage types
  • Reworked Red and Blu spawns
  • Added more signage to capture points and respawns
  • Added some displacements and textures to help with comprehension and routing
  • Replaced last point track supports with new props
  • Reworked back of last point for more dynamic flanking routes
  • Opened up tunnels and doorways for better flow/navigation
  • Adds another spectator camera for last
  • Optimizations