CP Red Canyon

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CP_RedCanyon!

Man, I have never been more excited to make a map! cp_redcanyon is a recreation of one of my old (and most completed as well as one of my most favorite) maps, cp_hangar despite how far it went, there were still SEVERAL issues holding it back that I was too inexperienced to fix. So, I decided to make some changes to the map, like, a lot, as in start over.

In short, Hangar was my pride and joy for the longest time, but now, I've brought it back better than ever! (I hope)

PS- I'd like a few comparisons to the old hangar, if anyone wants to point anything out. Like, there was something in the old design philosophy that I overlooked, and it needs to be carried over here.

Are screenshots up to date? Yes :lol:
 
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Zed

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Not nearly as good of a name as Shaftworks.
 

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Don't worry about getting a map ready in time for a gameday. There're imps going on all the time if you hang out in the Steam chat.

Yeah I know.
I still would prefer it be in the gameday though.

Don't worry, the stuff I have to fix can be fixed in 5 minutes.

The only reason I rushed was because I had to go to bed.
 

Zed

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Also remember to add resupply lockers.
 

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A3's live!

I did a bot test, and despite me both setting up several buffs for red team, AND making it so a solo cap takes up to 30 seconds, they still invariably capped A!

So, I just gave up and hoped it was dumb AI.
 

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A5 released, skipped A4 (well not really, A4 is uploaded, I just never updated it here)
And I think by now I hit the balance sweetspot! At least for A.
 

Zed

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z4ZFFrf.jpg


The way the spawn points are arranged here is dumb. There's really no reason to place them backwards like that. Turn them around and get rid of the walls on the side.

41QPxWh.jpg


The ramps/stairs in BLU spawn should be more like that.

mJRkSRb.jpg


This wall in RED spawn seems to serve no purpose and it makes the room that much more crowded.

nUhruEp.jpg


I always felt like the general flow throughout this area was awkward. I feel like it'd be a bit better if the two areas (BLU spawn exit and dropdown, and the room with the stairs) were separated.

QdsLNH3.jpg


It makes absolutely zero sense for there to be a barn here, especially when it's right next to a rock wall that indicates the map is in the middle of a valley.

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Emphasize this river a lot more. I think it would make a nice setpiece for this map.

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Get rid of the dirt displacements with hay piles in them. They look dumb and they interrupt the combat space because you can get so easily caught on them. They also don't make sense thematically with the rest of the map. Also, make the stairs steeper, a la Gorge. They get in the way too much and make this room feel claustrophobic.

6jf1E2u.jpg


This room on the flank was always the most awkward part of Hangar. I feel like shifting the main part of the room down about 64 units (as well as the health and ammo) and throwing some stairs to connect the two levels would make it a much more interesting combat space. The exit still feels bad too. Make it a straight shot down with a roof on top instead.

VbVIhK9.jpg


A hole like this on the second floor of the building housing B would serve to make the point itself a lot more interesting.
 

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I agree with all except for these 2:
nUhruEp.jpg


I always felt like the general flow throughout this area was awkward. I feel like it'd be a bit better if the two areas (BLU spawn exit and dropdown, and the room with the stairs) were separated.

QdsLNH3.jpg


It makes absolutely zero sense for there to be a barn here, especially when it's right next to a rock wall that indicates the map is in the middle of a valley.

A: This would be A DISASTER to the balance of the map. Part of the idea was that BLU would start to overtake the area once the far battlements have been secured. It's not necessary, but it's something that (seems to) work. Eliminating that door would not only make it hard to attack, but it would also make blu's attack on A boring and straight forward.

B: I'm pretty sure barns can be used for things other than farming. Besides, I don't know what else to make it :eek:hmy:
 

Zed

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A: This would be A DISASTER to the balance of the map. Part of the idea was that BLU would start to overtake the area once the far battlements have been secured. It's not necessary, but it's something that (seems to) work. Eliminating that door would not only make it hard to attack, but it would also make blu's attack on A boring and straight forward.
In that case I could suggest opening up a connector between the room with the stairs and the bottom of dropdown. I mainly suggest separating the two areas because it would mean BLU is less likely to be pushed back to their spawn doors and people moving up the stairs would no longer need to worry about being immediately assaulted from either direction.

Speaking of those stairs, I'd recommend making those ones steeper, too. That room feels cramped.

B: I'm pretty sure barns can be used for things other than farming. Besides, I don't know what else to make it :eek:hmy:
Barns are used explicitly for agricultural purposes in agricultural areas, though. Typically this is a flat plain, which an arid canyon is the opposite of.

You could make it, say, a water mill instead. Hell, you could even throw in a dam upstream.
 
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You could make it, say, a water mill instead. Hell, you could even throw in a dam upstream.

Hey, that works! And it works well, given that there is a slope in the flank, which is an easy place to put the mill! :D
EDIT: Also, PS: I WILL emphasize the water more, but it's an alpha. It's on my to-do list for beta. (which I have confidence I'll get to, 'cause, the map is a remake of a map already in beta)
 
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