Canyon

DannBo

L1: Registered
May 9, 2010
27
13
This is my first major TF2/Source project, though I do have modding experience for other engines and games. The map, simply entitled "Canyon," is a large four-point payload map, of course, set in a large winding Canyon. The objective is for the Blue Team to deliver the Payload from Blue base to the enemy Red Base, to disable the Red Team's large Multi-stage Rocket.

The payload starts at Blue Base, which sits at the very edge of the Canyon on a clifftop. The payload works its way downhill and winds through Red and Blue owned buildings to the first Point A. It then winds up into a small tunnel, which has many crossing paths above and in the tunnel. The tunnel then opens up onto a large L-Shaped bridge and Point B, all above a very large pit. Afterwards, the payload makes its way down and off the bridge and through Red's large base to Point C. After going through the long final stretch, which has many overpasses, the payload turns into the final Point D, the location of Red's large Multi-stage Rocket. The payload drops down into the point, the point explodes, and the rocket is disabled. In future versions, I hope to get the Rocket to Launch for whenever Red Team wins.

This version (0.8a) is the Eighth beta. Since it is still a work in progress, I need plenty of feedback on it's gameplay.
 
Last edited:
Aug 10, 2009
1,240
399
Yes please take out the canyon rock. Also, please do something with the blue concrete texture. It's all over the place, and especially for a payload map having blue everywhere is contradictory to the setup (red defending, blue attacking..)

Also, epic rocket is epic.
 
Nov 14, 2009
1,257
378
This looks amazing. Although, the mountain texture is out of place. The giant phallus. I mean rocket at the end is awesome.
 

DannBo

L1: Registered
May 9, 2010
27
13
Many of the textures right now are sort of temporary to give players a sense of what the final product will look like (rather than just using the grey and orange tool textures). When the beta stages have finished, I will be adding more textures and will be replacing the white HL2 canyon texture with one of the dark grey one's from TF2, as well as adding more detail to the displacements. The dark blue concrete texture will still be used but only as a detail, rather than being used for entire wall textures.

Here are some alternate mirror's for the download by the way if need be:
http://www.teamfortressmaps.com/details.php?file=191
http://www.fpsbanana.com/maps/100049
 
Last edited:
Nov 14, 2009
1,257
378
I would suggest the grey/orange instead of the rock. With the rock it actually looks bad. With the grey/orange it would look in progress, so people would know that you dont have that bad taste...
 

DannBo

L1: Registered
May 9, 2010
27
13
I've released an update including further optimization reducing and eliminating FPS issues in several areas, added more detail to the texturing, and made small changes to several areas, including adding a small deck by first red spawn and a side route around by first blu base.

As I mentioned before, this still needs to be tested more on larger servers.
 

NoHeroes

L2: Junior Member
Oct 16, 2008
94
53
Just tested this. Looks very nice overall, but it needs a ton of optimizing. There are several areas where FPS on an empty server dropped to 60 FPS or less (which means on a full server it would drop far too low to keep in rotation).
 

DannBo

L1: Registered
May 9, 2010
27
13
Just released a quick update (version b8a) with a few bug fixes, same download link.
 

Nathan Quake

L1: Registered
May 8, 2010
33
9
I tried to do something like this once, and failed completely at it. Hats of to you, sir!
 

DannBo

L1: Registered
May 9, 2010
27
13
My map is now on my [UCSC] server which runs part-time Th-Sun. Any advice on getting my map on other servers so that I can get more feedback?
 

ShamanBond

L1: Registered
Apr 16, 2010
33
5
I'll be putting this on the Free Frag 24/7 Payload server in the next couple weeks, feel free to come by and talk about the map on our forums.