cp_trenchcanyon

CP cp_trenchcanyon A1

MarblesXIII

L1: Registered
Feb 8, 2016
5
5
cp_trenchcanyon - Influenced by my love of the TFC map Rock 2

This is my first attempt at a TF2 map. It is heavily influenced by my love of the TFC map Rock 2.

CP_Trench_Canyon_Inside01_Red.jpg
CP_Trench_Canyon_Inside02_Red.jpg
CP_Trench_Canyon_Inside03_Red.jpg
CP_Trench_Canyon_Inside04_Red.jpg
CP_Trench_Canyon_Inside05_Red.jpg
CP_Trench_Canyon_Inside06_Red.jpg
CP_Trench_Canyon_Outside_02.jpg
CP_Trench_Canyon_Outside_03.jpg
CP_Trench_Canyon_Outside_Red.jpg
CP_Trench_Canyon_Side_Red.jpg
CP_Trench_Canyon_Topdown_All.jpg
CP_Trench_Canyon_Topdown_Red.jpg
CP_Trench_CanyonTopdown_All_3Quarter_01.jpg
 
Last edited:

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Very good for a first map! Keep in mind: you don't need to have a screenshot for every location for both teams, just one team is fine, as it's a lot less screenshots to scroll through. But the detailing is very well done for a first map, though if it's only alpha 1, I'd refrain from heavy detailing. There's a lot more info about that, but I'm on mobile and I typing is unconfortable, so I can explain it here.
 

MarblesXIII

L1: Registered
Feb 8, 2016
5
5
I'll get rid of one set of them.


EDIT:

Got rid of the Identical Blue Screenshots
 
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LadyRaee

CHEERFULLY SUICIDAL
Sep 1, 2012
197
216
Wow. What games have you been mapping for before? And honestly this looks closer to rc than a1.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
Did this see much testing before the artpass? It's really pretty and It'd be really disappointing if it plays bad and needs huge changes.
 

MarblesXIII

L1: Registered
Feb 8, 2016
5
5
RayereSs:
Years ago I did a few Quake Arena and UT2k4 maps. NWN Maps. HL Source SP Maps. Did one for America's Army. I ported Stuntman Ignition from the 360 to the PS2. Worked on a couple of Alien: Colonial Marines maps that never saw the light of day. Fixed a bunch of Borderlands bugs.

Yeah to tell you the truth its more advanced than A1, but its the first time it has seen the outside of my PC and the first time I let anyone else even look at it. It is actual around iteration number 90 and I have been working on it off and on since November. I took a long break from Dec - Feb. Now I really want to play it with other people.

Uncuepa:
I just came up with that name last night. For the longest it was just called Paper (as in Paper beats Rock). I felt that was too arrogant so I went the simple descriptive route. Meaning I asked my 7 year old what he saw. He said, "The Grand Canon with those things in it." He pointed to my trenches. After I told him what they were he then said, "Then that's a Trench Canyon not a Grand Canyon." Name stuck in my head and there you go.
 

MarblesXIII

L1: Registered
Feb 8, 2016
5
5
Yrr:
No testing. Other than me running around and imagining what I would do and how I would play it. I never thought I was going to release it until one day I realized that I really wanted to play it with other people and I was no longer just scratching an itch.

EDIT: I also worry that it will play like crap. I'm used to my maps being fun and looking like crap. I am not used to them playing like crap. I know that I need a pass with some player clip brushes and i need to smooth out the rockwall by the long outdoor stairs. The map is full of places you will get snagged if you run too close to the geometry. But I am worried about the overall flow. I think I have it, but you never know until you have many bodies bumping into each other being blown to bits whether it will work or not.
 
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hutty

aa
Mar 30, 2014
538
444
Judgeing from the screenshots there's nothing throwing red flags in terms of gameplay. I'm looking forward to playing it.
 

Lovres

Level -1: Prenatal Member
Jan 25, 2015
51
21
I had a run around the map and the map is really nice, However none of the steps have player collisions and so when you walk up steps it is very jittery, just use the :playerclip: texture and make steps a smooth ramp and people will appreciate that more. Also some of the walk-able displacement ramps on mid you get caught on and people will get mad on, you can see whats displacements can be walked on smoothly with the :dispwalk: option on the top bar. Lastly some of the windows and walls that you have inside the bases haven't been clipped so you need to use the player clip tool again and clip these so they are smooth to walk against, you can test this in game by walking along a wall and testing if its smooth. This will stop players from getting caught on corners and feel like they have been cheated death
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
NOTE: blockbullets will cut vis by default and would need to be func_detailed, but i believe the current ABS resource pack upates it to function like playerclip as far as "not cutting vis" goes, where it can be left as a world brush