Yukon Revision

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MangyCarface

Mapper
aa
Feb 26, 2008
1,626
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Probably gonna update yukon soon. Any feedback you'd like to see implemented would be nice- try to keep it to small things, I have so little time :V

So far:
1. Adding a wood bridge on top of 1st's pipe with a railing on one side
2. Path from bottom of 1 area up through hut next to 1 point
3. Path from bridge area of 2 down and under into 1's bottom area
4. Possibly a new route from 2 to 3, possibly dumping into the tunnels between 1 and 2 (if I did this I would probably make the left most path going from 2 to 1 gated so that it could only be entered from 1 until cp 2 has been capped on that side) The goal here would be to add a route that can't be covered from the same location as covering the existing ones
5. Move rocks near 3's bridge upwards so all classes can use them to jump
6. Fix the known exploit
7. Rotate 1st's spawns a bit
8. For CP 3, Either:
a. Move the CP up to the bridge and widen the bridge enough that it can be fought on
b. Keep the CP below and extend the fences on the sides of the bridge so that it is less of a bridge than a tunnel
c. Some better idea to make fighting over the CP a priority (suggestions?)


Thank you
 
Jan 20, 2010
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I can give more useful input later but right now: FFFFFFFFFFFF- YES.

(Sorry, Yukon is my favorite map. >_>)
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
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I know this is purely aesthetic, but I've hear complaints over the odd 3D skybox... skycards suddenly ending in displacements and all...
 
Jan 20, 2010
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"1. Adding a wood bridge on top of 1st's pipe with a railing on one side"

IMO the only change that needs to be made! Awesome.

I have to agree with this. Falling off the pipe and having to go all the way around is frustrating at times. I also wish the last point was a bit more difficult to attack. In the games I play, it seems that if one team gets to the last point, it's almost a promised win for them. I've seen a few comebacks, but not particularly often. That's about the only thing that bothers me about the map. It has always been my favorite official map so criticism is difficult for me. I'm sure there's others that say otherwise though. :p

On another note, when you update this is Valve going to update it as well or are they going to keep the original?
 
Feb 14, 2008
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You should post this on etf2l; maybe it'll encourage them to include it in their map pool (and it eludes me why they didn't).
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
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On another note, when you update this is Valve going to update it as well or are they going to keep the original?

They'll update it officially. The same has already been done for Hoodoo and Fastlane.
 
Feb 14, 2008
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In reference to the middle point, I think the only way it would truely work when on the bridge, was if there was no roof on that section of bridge, to make sticky and rocket jumping up there a less precise act.
 

YM

LVL100 YM
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Dec 5, 2007
7,135
6,056
They'll update it officially. The same has already been done for Hoodoo and Fastlane.

And watchtower.

re: void I like the skybox how it is, it's inventive and unique aaaannd looks the business.
 

Trotim

aa
Jul 14, 2009
1,195
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You're gonna fix the known exploit? About time really (though it's never been a problem in semi-serious play)
 

Tinker

aa
Oct 30, 2008
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One of the problems of the otherwise great map is that it's hard to push back due to the lower position of cap 2, and only two routes from cap 1 to cap 2, both of which are easily defendable while standing on cap 2. I'd suggest something like a dropdown from the tunnels left of cap 2 onto the ground near cap 2 (or some other, advantageous but longer alternate route) and something alike for cap 2 -> 3. Also make the pipe at cap 1 less easy to fall off :p
 
Feb 17, 2009
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Finally you are fixing the exploit you can jump there, you know where.
 
Last edited:
Feb 14, 2008
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Removing the roof on the bridge is an interesting idea, for sure...

The Bridge is a pretty interesting combat area, so I'd only remove the area directly above the point, otherwise it would be ... super exposed to snipers, though that's with the currently bridge layout.
 

MangyCarface

Mapper
aa
Feb 26, 2008
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Looking for solutions to snipers in general... i was thinking of eliminating way around the pillar to the right before the rightmost path pushing 3 to 4 so that they'd only peak out of one side and have a smaller angle of attack... Again the other option is to make the current point location more viable by closing off the bridge as a tunnel so that snipers can't fire across that path at all
 
Feb 14, 2008
1,051
931
Looking for solutions to snipers in general... i was thinking of eliminating way around the pillar to the right before the rightmost path pushing 3 to 4 so that they'd only peak out of one side and have a smaller angle of attack... Again the other option is to make the current point location more viable by closing off the bridge as a tunnel so that snipers can't fire across that path at all

I don't think making the bridge entirely a tunnel would be a good idea, rather, remove line of sight from one side to the other, with the ability to drop down off the bridge remaining.