PL Cactus Canyon

Discussion in 'Map Factory' started by theharribokid, Jul 8, 2014.

  1. theharribokid

    aa theharribokid

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    So, i'm posting a thread up for each new Valve map, please leave feedback here.

    Valve, if your looking at this please check out http://feedback.tf2maps.net/map/pl_cactuscanyon/ for feedback left by people when on our servers, you can download a .vmf with all the feedback including the locations of where people were standing looking at when placing the feedback. Paste special them over the map's .vmf or something.
     
    Last edited by a moderator: Jul 9, 2014
  2. obsidiian

    obsidiian L1: Registered

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    When I played it the attacking team steamrolled every time. I quit after a few rounds though because if was no fun. I like the water and the vertical changes.
     
  3. Svedash

    Svedash L1: Registered

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    [​IMG]
     
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  4. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    as far as i can tell, there isn't a single cactus in this entire map

    3/10
     
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  5. Pocket

    aa Pocket func_croc

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    I don't like the idea of a two-stage map. One is self-contained, three is a set, two is what I'd call unfinished. When there are only two stages, you're basically just alternating back and forth, so there's no sense of progression from a beginning to an end. There are just two stages and one of them is arbitrarily the win condition and the other isn't.

    And as others have said, I thought Valve had gotten over the idea of multi-stage maps altogether back when they made Badwater Basin and Gorge. I wonder if this is yet another case of one of their designers learning something about design and then not informing the others because of poor internal communication.
     
  6. takabuschik

    aa takabuschik

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    I really feel like this map can be the next great payload map. it has some great sentry spots, height variation, flanks, chokes, etc. Unfortunately, it's really far from balanced. Every round, either BLU tried attacking for ~15 minutes, and failed (happened less), or BLU steamrolled (happened most of the time).
    I hope a third stage will be added, it really feels wierd with 2 stages like Steve the Pocket said.
    Many of the spawns feel too long, it takes years to go through them
    One thing that drove me crazy is the fenced storage room in the flank in first stage 2nd point, to the left (looking from red side), the one with the thoundermountain look. The fence is one big block, so when you look through it there's no fence on the other side. I know it's just detail, but every time I went through thjere I saw it, until I stopped walking through that flank.
     
  7. Kill_the_Bug

    Kill_the_Bug L14: Epic Member

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    I played it and didn't like it - no alternate routes around some choke points.

    I play with a group that doesn't do anything else but payload and they're pretty good at it.

    Blue never had a chance and red defended way to easily and kept pushing blue back to their spawn with multiple staged ubers by the red team.

    I really feel like this was valve saying, "We haven't done anything for TF2 in a while, so let's throw out a beta that we'll never use and hype it up a lot."
     
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  8. Trotim

    aa Trotim

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    At the start of stage 1 you can build Sentries below the map. Makes it impossible for BLU to do anything

    The start of stage 2 has a flank to the right I don't think anyone needed or used, but then a narrow Goldrush-like doorway with 0 other routes that kept getting locked down by spam every time
     
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  9. Prestige

    aa Prestige im not gay anymore

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    it seems kind of bad that they recycled goldrush choke and tMountain spawns....running out of ideas? obviously, the map plays a lot different from either but still.

    this is a really big problem with valve servers. people have teamstacked with 3+ meds and a couple heavy classes everytime ive played it. in a fucking BETA test server.
     
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    Last edited: Jul 9, 2014
  10. shadowslasher11

    aa shadowslasher11

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    "It's OK." -IGN
     
  11. xzzy

    aa xzzy

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    It's destined for greatness then as all the best maps are named after things that do not actually appear in the map.
     
  12. The Ogrelord

    The Ogrelord L1: Registered

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    Map differs from server?

    I tried to play the maps today and were working fine a few hours ago, and when I tried to join it says maps/pl_cactuscanyon.bsp differs from the server's? My anti-virus was asking to remove some files and just said yes to all, anyone know how to fix it?
     
  13. xzzy

    aa xzzy

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    Server needs to update its version of the map, nothing you can do but wait.
     
  14. Prestige

    aa Prestige im not gay anymore

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    this map is starting to look like "what if, after the choke, instead of a yard/flanking area, we added another choke!!!" it feels like they condensed all 3 stages of dustbowl into each stage :O
     
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  15. Nerdbot

    Nerdbot L7: Fancy Member

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    I agree with this, the stage just feels weird and unfinished just in overall terms of progression, it doesn't feel satisfying to win on Cactus Valley.

    This I don't agree with though, because I think multi-stage maps can be fun (Thunder Mountain is multi-stage and came after both of those!) It just doesn't feel like the map is far along, especially compared to Asteroid.

    I really like the vertical orientation of the map and there's some cool elements to it, but the stage feels huge, especially for a multi-stage map. Moving up on offense feels like a huge slog for BLU on both stages, it takes FOREVER to reach the action once you've pushed the cart to the first point. There are interesting elements to the map but it's kind of hard to discern them, honestly, because the overall gameplay feels really boring at this stage.
     
  16. Geit

    aa Geit 💜 I probably broke it 💜

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    Time for more heatmaps:

    Killer Heatmap:
    [​IMG]

    Victim Heatmap:
    [​IMG]

    Victim Locations:
    [​IMG]
     
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    Last edited: Jul 10, 2014
  17. Nerdbot

    Nerdbot L7: Fancy Member

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    [​IMG]

    a platypus being choked by a crab
     
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  18. RaVaGe

    aa RaVaGe

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    [​IMG]

    Not enough spawn doors, make one on the left to balance the thing.

    [​IMG]

    At this stage, the area is too wide imo, cut it.

    [​IMG]

    This place is op if a red engie build in the building, make a door wich open only when the first cp is cap, or at least when the cart is near the cp.

    [​IMG]

    Make some more buildings in this area, the gameplay isn't really fun imo.

    [​IMG]

    Same issue with this area, it's way too wide, the sentry nest on the roof is also op.

    [​IMG]

    This part is kinda useless imo, it way too chokey and not really interesting.

    [​IMG]

    Another view.

    [​IMG]

    This side is completly useless, ditch it.

    [​IMG]

    Sentry nest.

    [​IMG]

    Sentry nest 2.

    [​IMG]

    It was kinda hard for the BLU to push, maybe add a doorway there.



    Overall the map is fun but the pacing isn't good enough, create some propper sentry nest, especially near the control points. The map lacks of health imo, add some more.
     
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  19. Pocket

    aa Pocket func_croc

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    Hang on, there's a massive gap between the two stages?

    OK, I'm gonna hold out hope that they're planning to stick a middle stage in between them, then.

    I don't care for Thunder Mountain either, to be honest. It just feels like I'm playing three different maps with the same theme. Especially since there's no sense of direct progression between the stages like there is in Gold Rush, where you can see into the next/previous stage from where they meet (same problem I have with Pipeline).
     
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  20. Prestige

    aa Prestige im not gay anymore

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    that water silo area is hella important in stage 2. you get through that choke, you better have more than the dropdown + payload route. they could probably make that choke a lot better instead because its really really bad, worse than goldrush identical one imo. but that seems to the theme of the map: 1 really bad choke per stage.