Canada

Canada RC1

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647


New pictures as of 12th July!.
Release Candidate 1 has been released on 12th July!
Clicking on pictures will give you a high-res version

Hello, I'm StickZer0 and I bring you my latest map - KotH_Canada!

Canada is a King of the Hill map set in (you guessed it) snowy Canada! Gameplay is centered around a central capture point, with multiple routes, all leading to the center. Many of the rooves are accessible, and while it is easier for scouts and soldiers, other classes can all take different, but slightly longer routes up to the top.

The gameplay is based on fast action and a constant change in control of the capture point. The capture time has been considerably reduced compared to a normal KotH map, so when you see your point is being capped by a single person, you have 14 seconds to haul ass and get to the cap and defend what is rightfully yours. Similarly, if the enemy has set up camp, one push can get you straight to the cap and turn the game on its head.

You can see a flythrough video of the map here.







Side passages give classes such as sniper and engineer places to set up and hold out once the cap has been taken.







Known issues:
  • Slightly buggy door at each side of mid

Shoutouts and Thanks:
  • J4CK8, Beanz and Torpedo Pengwin, for constant feedback and help.
  • Anyone i've stumbled across in the TF2Maps.net chat, you've taught me loads.
  • -TECU- and Bacon Sandvich for giving me a place to get my map tested easily.
  • Acumen for the snowy roof models

I would like any feedback you have to offer about this map, as I'm sure all of it will be valuable.

Thanks in advance!

-StickZer0
 
Last edited:

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
I relise this is an early version but ight look more interesting with displacements and less blocky.
 
Feb 14, 2008
1,051
931
I relise this is an early version but ight look more interesting with displacements and less blocky.

More interesting implies detail, alphas are not detailed.
 
Aug 19, 2008
1,011
1,158
[ame="http://www.youtube.com/watch?v=zuiikK-XJ0Q"]YouTube- HIMYM Social Experiment[/ame]

on a less off-topic note:
i´m always doubltful that trees in the playingfield are good for the gameplay,
they might work as islands to block visibility, but not scattered throughout the whole map
 

Gamecubic

L1: Registered
Apr 22, 2009
17
0
To accurately represent snowy Canada, it needs MOAR snow and more cold (trigger_hurt. Everywhere.).
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
To accurately represent snowy Canada, it needs MOAR snow and more cold (trigger_hurt. Everywhere.).

Can i just say a trigger hurt every where would be a terrible idea unless it was by a tiney amount eg. 0.05
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Can i just say a trigger hurt every where would be a terrible idea unless it was by a tiney amount eg. 0.05

No it wouldn't!
You positively NEED a trigger hurt over the entire map with a damage set to 1000. Oh, and don't forget to block the spawns in since it's winter and the players should be snowed in :D
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
135
I'd be interested in beavers :E

Also i like the maple skyrup tree idea maybe make it like the pumpkins on koth_harvest_event only the tree's dont actually get destroyed and they give off a maple skyrup particle.

Good may ey
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I still don't get what this map is aboot. Also you spelled eh wrong there.