- Fixed a bug preventing players from pushing the cart
- Clipping fixes/Adjustments
- Minor detail improvements
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- Added new minor route to the C chokepoint
- Added extra time after B is captured
- Minor detail improvements
- Bug fixes
If you are still working on this awesome map, first of all good job, second, can you please add more cactus? this is supposed to CACTUS canyon after all, and yet they are kind of sparse. CACTI!!!
- Added new minor route to the C chokepoint
- Added extra time after B is captured
- Minor detail improvements
- Bug fixes
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This spot was far too easy to defend, and a sentry placed there would easily hold down both routes that could take it out, and often required a lot of effort from BLU to destroy it. In its place, there have been some standard rocks placed to add cover, and the lower area with the large ammo pack is slightly larger.
- Removed the small rock-based platform near the A rollback zone
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- Reworked the right-most route to B
I'll write...
- Reworked the leftmost connector for B
- Improved layout in "stage 1" > "stage 2" connector
- Added an additional point between B and (previously) C
- Changed window in the D flank house to a balcony
- Added new route into last from D
- Turntable before C turns slower
- Respawn times adjusted across the board
- Pickup quantity, quality, and location changes
- Detail improvements
- Lighting improvements
- Optimisation improvements
- Clipping improvements
The previous respawn times heavily favoured BLU, and made some points virtually uncontestable. BLU respawn times have been increased in many instances, while some RED spawn times have been reduced.
- Adjusted respawn times
This turned out to be a very aggressive spot for BLU, and made capturing D a bit of a cakewalk.
- BLU second forward spawn now activates after capping D, rather than C
I...
- Moved the B checkpoint slightly further back
- Adjusted spawn times
- Fixed cart floating above the track
- Fixed RED always winning if BLU was in overtime while the turntable was turning
- Map now has full bot support!
- Clipping improvements
- Fixed the door of RED's second spawn behaving strangely (this spawn now teleports you, if you are inside when C is captured)
- Optimisation improvements
- Some other things, maybe?
As far as major changes go, this is it: the last batch of changes. The only things that will be in any future updates are bugfixes or minor balance changes.
Anyways, onto the patch notes!
Spawncamping was never really an issue, but this will help Blue push out a little faster and safeguard against any future spawncamping attempts.
- Added a third spawn exit to Blue initial spawn
It was...
- Made the window in the A barn untraversable
During the last playtest, there were a few complaints about the maps performance. I thought I had optimised it about as well as I could have, but I went into the VMF to see if I could improve it. I could. A lot. This had the unfortunate downside of extending my compile time from 40 minutes to 4 hours, but it's worth it for those sweet sweet frames.
Major optimisation pass
Although...
- The red-side door of A's mining hut is accessible once again
It's honestly not that big of a deal, but I did want to mention that the rock props in Blue's first spawn are non-solid, which was probably unintentional! Either way, amazing work! Always happy to have this map on our servers.Suna updated Cactus Canyon Redux with a new update entry:
Final but for real this time
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FuckIt's honestly not that big of a deal, but I did want to mention that the rock props in Blue's first spawn are non-solid, which was probably unintentional! Either way, amazing work! Always happy to have this map on our servers.
- Fixed an issue causing time to not be award after capturing A
- Fixed collision on rocks in blue spawn