Canyon Pass

CTF Canyon Pass A5

ProcrastinatorN

L1: Registered
Oct 1, 2013
10
2
Canyon Pass - A balanced Capture the Flag match in a Canyon.
View attachment 6156

Canyon Pass is a balanced CTF map. It features a central meeting area, raised cliffs on both teams' sides, and two recessed bases on either side of the map. The whole map is inside a canyon.
View attachment 6157
View attachment 6158
Each team has a base, colored in the respective developer texture, with two ramps going into a central room. The central room has a raised pedestal with the flag on it. Flags must be returned to the far corner of the room. The spawn room is to the side of the base, connected but separate. There is also a cliff that attaches to the balcony
View attachment 6159
From each base, there are two corridors that run outward from the base's courtyard. There is one long one, and one shorter one. Each turns and slopes up to the main battle area.
View attachment 6160
The map should be properly clipped, and there shouldn't be any unintentional perch points. The bots seem to be able to play it just fine (and there doesn't appear to be major balance issues).

To install, just drag and drop it into your map folder.
 
Last edited:

Zed

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Aug 7, 2014
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To hotlink an image you need the image link, not the page link.
 

ProcrastinatorN

L1: Registered
Oct 1, 2013
10
2
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)

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ProcrastinatorN

L1: Registered
Oct 1, 2013
10
2
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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ExtraCheesyPie

L420: High Member
Jan 29, 2015
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Any source on the "balanced" aspect? Lol
 

ProcrastinatorN

L1: Registered
Oct 1, 2013
10
2
6543


I reworked the whole map according to user feedback.

There is now a central bridge

The bridge leads to the center. This is where the teams meet, usually.

The bases are entrenched on the opposite sides of the canyon.

There are also battlements, that allow you to get to the second floor.

The second floor balcony allows players to either move from spawn, or jump down to defend the intelligence.

There are also two passageways on the first floor

This includes a second exit from spawn, as well as a ramp from the first to second floor.

An entrance to the underground tunnels is here

The underground center

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!

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