Cannery

KotH Cannery b11c

Anguish

L2: Junior Member
Jan 24, 2016
94
4
Cannery - A fast paced city map with a lot of ramps and props. Designed for 6v6.

Warning: Map is probably way too small for pubs. It might be alright for highlander. I don't know.

Koth_Cannery is a map designed for fast 6v6 gameplay, favouring the projectile classes, giving them a lot of toys to jump, surf and fight around.

Pics (With Descriptions): http://imgur.com/a/I0Vfd
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
Did a few things:
> Completely reworked the sniper balcony to have a shutter and to be about a third of the width. It now is a lot less powerful.
> All respawn times once the point has been capped have been increased by 2 seconds. The map is too small for the respawn times to be so quick.
> Added some observer points. Although they don't seem to be working. I might have forgotten them in this compile. Whoops.
> Various clipping issues fixed.
> Retextured a jumpable roof from orange to team coloured. This is to make it clearer that you cannot jump onto oranged roofs.

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
I managed to get a 6v6 lobby of the map running and it when splendidly! Thanks Nutter, if you're out there. Your advice was amazing.

- Made sniper shutter a 1 way door
- Sniper perch is a tiny bit wider
- Small windows are now glass rather than holes as a response to the sightline from bridge
- Buffed Soldier Rollout to be less strict and give more height
- Bridge and some other high ground is now slightly more accessible to normal classes.
- The pre-point is now partially covered by an extension of the framework at mid, and it has a health / ammo pack. This is designed to give medics a safer form of passive hold rather than being stuck in Lobby.
- Underneath bridge is now largely covered by a wall with a medium ammo pack. Think of this as house in viaduct - It's not a great place to be, but it's certainly better than being in the open.
- The new addition of safe cover and passive holds means that demomen can hold chokepoints better and medics can stay alive longer. Soldiers and Scouts no longer have full reign.
- The mentioned roof over pre-point is at a nice angle to surf on, giving soldiers and demomen yet another creative way of crossing the point.
- Scouts are still stupidly strong, but now thanks to the new choke, they can't just run around willy nilly picking up frags.
- Fixed Clipping Issues

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
I fixed a few n a s t y sightlines and textured the whole of mid.
Hopefully I packed it properly, haha.
I honestly didn't know what to do about the high ground over point. I debated removing it to please pub players who don't want a 6s ruled map. After having a long discussion with a few 6s players I know and the wonderful people of tf2center, we came to the conclusion that if I want a map to be viable for 6s, I need to make it a 6s map and "not pander to pub players". I'm sorry, but I don't think that Cannery is going to be a good pub map. I'm solely focusing on 6s gameplay from here on out.

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
> Screenshots have finally been updated to show the new midpoint
> Capture Area has been expanded
> Spawns have been moved backwards by 192 Hu to give teams a bit more breathing room around spawn, and to help Soldiers/Demos to nail their rollout.
> The sniper tunnel has been cut off from a direct spawn entrance. Now players must enter and exit through the Lobby area or mid. However, there is a window that allows players exiting spawn to see a snippet of the midpoint through the tunnel.
> Most steps have been replaced by ramps, with the exception of the bridge. The reason I want the bridges to be slightly difficult to access as normal classes is mainly because I want to penalise snipers and engineers looking for a silly spot to stand.
> Some small walls have been removed or shortened to allow some more cool jumps
> Rooves have been colour coded, so no more mixing up spawns!

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
map is uge now
> new room near lobby to break up the tunnel a bit more
> u can do all the same stuff as last time but there actually more
> point cap reaches a bit higher so you still cap whilst you're jumping
> theres rock005s to block sightlines

sorry if its a bit flat but im not adding displacements this version because i need to test the scale

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
The little window entrance at mid is massive now, fully integrating the big side room as a welcome member of the Cannery flank family. It's actually even bigger than the "main" entrance! Of course, I've also ensured there are some awesome new jumps you can do with the room, some of which can get you some crazy speed and height as you'd expect from Cannery.

Various health packs have been upgraded and some new ones placed, to increase effectiveness without need for a medic (Which was basically a winning factor beforehand). Some sightlines have been removed.

Base speed classes (Pyro, Sniper, Engineer) cannot jump onto the rooves at mid anymore unassisted. However, powerjack pyros, medics, GRU heavies and spies can all get up there by themselves. Engineers can also get up with buildings.

The point can now be captured whilst standing on each piece of high ground at mid, albeit with a very small window. This lets you cap without sacrificing your high ground, at the cost of being stationary and prone to falling off.

I'd like to note that I really do care about the jumps on this map. Pretty much everything I do on this map revolves around offering as much mobility to the cast as I can, and I want you guys to really feel the power of reaching new limits on every class in the game.

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
Map looks a bit nicer now, due to improvements to not only the lighting but also visual cues that let you know what is and isnt gameplay space. There's also a lot of cool buildings outside of the spawns and I'm looking forward to seeing what people want more of, decoration wise. Displacements maybe coming soon!

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Anguish

L2: Junior Member
Jan 24, 2016
94
4
chop chop there goes the sightlines
Some barriers removed at mid because they restricted visibility a fuck ton
bridge roof is higher because haha rollouts
More ammo at mid (medium pack behind point)
lowered the really tall rooves with the small ammo on them a bit
HDR lighting (oooo)
Curved walls (aaaaah)
better map

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