[BETA] cp_cz3 (Canalzone2 remake)

necro

L3: Member
Mar 24, 2008
106
13
For those of you who remember CZ2 in TFC, I took a stab at making a fresh version of it. Same 5 CP attack/defend layout, where you take the flags from your base out to the CPs.

The first beta is done. I've got a FPSgameserver hosting it at: 206.251.75.196:27015

Please check it out and let me know any bugs you find.

Screenies:

cp_cz3_b10001.jpg

cp_cz3_b10002.jpg

cp_cz3_b10003.jpg

cp_cz3_b10004.jpg
 

necro

L3: Member
Mar 24, 2008
106
13
Known Issues:
- Blowing up the enemy's control room drops you from the server. Major bug that I have yet to figure out
- Riding on top of some trains causes a problem when you end up embedded in the tunnel ceiling
- HOM affect at 1 door in red's base
- Several props need their fade distances increased
- Capturing points still gives you 30 private kills and no public points. Maybe valve's update will fix this, I hope!

Things I plan on changing
- Sky is just too dark. Gonna make it more "dusky"
- Some spots in the map are too dark. Need additional lights
- I'm thinking to swap the train cars to flatbed ones and flip the direction, so you could literally ride the rails to speed up CP capturing.
- In general the map is a little too big. I'm thinking I might flip the spawn and control rooms to minimize time spent inside base
- Still need to add ambient sounds, decals, skybox elements and default camera position

Any other suggestions are welcome
 
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Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I haven't played TFC but your map is looking so nice. I think you need to improve your skybox.

Reminds me to the begining of HL2, the train area
 
T

The Asylum

Holy shit that looks creepy

Is that nighttime skybox texture included in Hammer or did you make/request it?
 

dirtyminuth

L5: Dapper Member
Nov 5, 2007
221
15
Canalzone 2 was my favorite TFC map, so this is very exciting! After working out the major bugs, you should submit this for the next gameday. Looking forward to giving this a run through!
 

necro

L3: Member
Mar 24, 2008
106
13
Holy shit that looks creepy

Is that nighttime skybox texture included in Hammer or did you make/request it?

I made it with terragen, but I'm gonna have to tweak it. The dusky blue color is too low on the horizon so mostly only black night sky is seen
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
BTW, in regards to what we were talking about on the server, the program I use for compressing maps is 7-zip. (Free!) Archive format BZip2, Compression level Ultra.
 

necro

L3: Member
Mar 24, 2008
106
13
Beta 2 is done and up on the server (now bzipped). Here are the updated screenies with the new "dusky" sky texture:

cp_cz3_b20001.jpg

cp_cz3_b20002.jpg

cp_cz3_b20003.jpg

cp_cz3_b20004.jpg

cp_cz3_b20005.jpg

cp_cz3_b20007.jpg

cp_cz3_b20008.jpg

cp_cz3_b20009.jpg

cp_cz3_b20010.jpg

cp_cz3_b20013.jpg
 

necro

L3: Member
Mar 24, 2008
106
13
Known issues:

- 1 of the trains keeps looping thru without a delay
- You can get stuck riding on top of the locomotive near CP4
- HUD icons show lock symbols even tho CPs arent locked (no clue how to fix that, anyone?)

Things left to do:
- Skybox & ambient sounds
- Gotta tone down them clouds a bit
- Add hint brushes, though my framerates been fine without them so far
 
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necro

L3: Member
Mar 24, 2008
106
13
Beta 3 is up on the server. Its the one submitted to the contest. If no other bugs surface, that'll become the final map.

I'm not aware of any issues at this time. The 3D Skybox finally worked for the final compile.
 

necro

L3: Member
Mar 24, 2008
106
13
awesome, the more exposure the better.
the main feedback i've already gotten is that its just too big, especially for a small # of players
i'm thinking of scaling the entire map down. I just did a test compile, and it worked OK, other than the obvious model cleanup that will be necessary.
I know this is a bad idea typically, but if I'm content to not touch any brushwork anymore, it should be OK, no?