Cactus Canyon Redux

PL Cactus Canyon Redux Final2

RC_Polygons

L1: Registered
Apr 30, 2020
17
5
At red first spawn this area you just dip into. This area is on the left side of red spawn.
 

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Suna

What's a greybox?
aa
Nov 10, 2017
407
613
  • Added additional cover around D
  • Improved detailing around D
  • Improved lighting in some areas
  • Clipping improvements
  • Fixed some areas near RED spawn being non-solid
  • Fixed multiple trains appearing at once/cancelling each other
  • New particle for the gatecrash sequence

Known issues:
  • You may need to leave the cart and touch it again to push it onto the tracks, if it had scraped along the side of the train previously
  • Spectator cameras stay at A/B rather than moving throughout the map

Read the rest of this update entry...
 

Katsu! :3

Veteran Cat
aa
Jul 30, 2021
605
331
um...
 

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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
new people don't know about rock005?? gosh I'm getting old

edit: wait nvm, mobious and I created our accounts the same year. my youth is restored
 

Suna

What's a greybox?
aa
Nov 10, 2017
407
613
  • Increased brightness of environmental lighting.
Mainly just a small adjustment to brighten up a couple of the darker areas.
  • Increased size of 'A Barn' main doorway.
The barn is an incredibly important building for blue to hold in order to capture A, if the defending team are putting up any sort of resistance. Previously, it wasn't being used much as it didn't appear to be a major/important area for blue to use. I've made the doorway bigger and added some more eye-catching detail on the interior to draw players towards the route in an attempt to get it some more use.
  • Raised the rock immediately under the 'A Barn' window.
It was intended for the rock to be possible to climb, albeit very difficult. However, it was just low enough that a class with enough speed (powerjack pyro, whipped soldier, etc) would be able to consistently jump onto it from ground level and then get through the window into the barn. I've raised the rock so that this is no longer possible, and the rock has to be climbed the "right" way.
  • Boarded up the open window on the A high-ground house.
This window was intended to be quite strong, but it has been overperforming. It provided too much cover for anyone shooting down onto A and was annoying to fight against as anyone except sniper. This change should encourage players to leave the room for combat and make it a better spot for engineers.
  • Blocked off a particularly strong sentry spot on D.
D isn't a particularly strong point for engineer, but I have been trying to create some more appealing spots to build with each iteration. One of these spots however, was a bit much. No safe sightlines onto this spot meant no fun for blue team. I've blocked off the spot with a prop that should do a good enough job of saying: "yeah, you can't build here buddy".
  • Adjusted respawn times for D.
D has been a bit of a mixed bag in playtests. Sometimes blue rolls, sometimes red effortlessly holds. However I recently implemented a system that lowers reds' respawn time significantly once the cart is in the final stretch (the segment of track on the platform near the train track). Good idea in theory, until you take into account that that's where the cart is going to be spending most of its time on D. I've increased reds' respawn time slightly for this section but also decreased blues respawn time.
  • Adjusted pickup sizes around A.
The small health and ammo pickups in the cliffside building are now a full health and medium ammo pickup.
  • Detail improvements.
  • Fixed the payload getting stuck in some areas.
  • Fixed pop-in on various props.
  • Increased the volume of the train gatecrash sound.
  • Fixed the cart slightly regressing past checkpoints.
  • Fixed the cart not properly rolling back on last.
  • Miscellaneous bug fixes.

Read the rest of this update entry...
 

Boonie

L2: Junior Member
Sep 22, 2015
76
54
The cart can get stuck at the bottom of this hill in some rare occasions.
ILxEhFO.jpg
 

Suna

What's a greybox?
aa
Nov 10, 2017
407
613
The cart can get stuck at the bottom of this hill in some rare occasions.
ILxEhFO.jpg

I've noticed that the cart can get stuck in a few places, but re-touching the cart fixes it. This hill in particular though is cursed. Cart will not more forward at all if it gets stuck here. I've asked around to see if anyone would know why it's happening but no-one seems to know. :(
 

Suna

What's a greybox?
aa
Nov 10, 2017
407
613
I've noticed that the cart can get stuck in a few places, but re-touching the cart fixes it. This hill in particular though is cursed. Cart will not more forward at all if it gets stuck here. I've asked around to see if anyone would know why it's happening but no-one seems to know. :(
Actually I figured it out lmao. Some of the old fucked finale logic was still causing the cart to stop whenever the train passed by. Didn't matter where the cart was, it would just stop.
Will be fixed in the next update