Canyon

PIPEBALL Canyon b1c

SnickerPuffs

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Apr 10, 2014
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Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
LOGIC
- Removed the "sv_allow_point_servercommand check" logic, as it doesn't work outside of listen servers
- Added the standard "force-respawn-on-goal" logic
- Added a filter to the func_clip_vphysics brushes, so they exclusively block pipeballs as intended
---- In prior versions, they also blocked a number of projectiles. Sorry, Demoman mains!
- Made the Black Ball warning less intense
- Made the pipeballs slightly lighter
- Added a glow to the pipeballs to improve visibility

MAIN ROUTE

- Redesigned the entire map to be block several sightlines, as well as make everything more interesting.
- Lowered the bridge at mid to be at the same height as the area surrounding it
- Added a small heathkit near mid
- Split the rear arena entrance into two doorways to better resemble other Pipeball maps
- Shortened the map by ~256hu on both sides

SIDE ROUTE
- Made the 'sniper deck' larger, and added additional cover
- Increased the ammopack from a small to a medium
- Added a flank that brings players just past mid

KNOWN ISSUES
- Doors are not locked during setup
- Pipeball glowing isn't consistently enabled
- Player and pipeball shadows are, to put it lightly, funky.

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SnickerPuffs

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Apr 10, 2014
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New screenshots coming soon.
 

SnickerPuffs

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Apr 10, 2014
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- Removed the resupply locker Tom Cruise cutouts
- Fixed the wonky shadows
- Fixed the doors not starting locked at the beginning on a round
- Fixed the pipeballs not consistently glowing (hopefully)

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SnickerPuffs

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Apr 10, 2014
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LOGIC
- Changed the "gutterball" sound effect to the PASS Time crowd boo
- The pipeballs now destroy buildings they touch
- Increased the hurt radius of the black ball, from 112hu to 144hu
- Scoring a goal now adds 30 seconds to the round timer
- Scoring a goal now displays a "[team] scored! Resetting..." message
- Increased the phys_pushscale point_servercommand, from 5 to 7.5
- Shortened setup time from 15 to 10 seconds, so players spend less time trapped in spawn.

LAYOUT
- Added directions at spawn
- Removed the side route
- Heightened the brushwork fences at mid by 8hu, making it 40hu tall
---- The fence is "extended" to 128hu using pipeball-exclusive clipping, making it harder to send the ball into the canyon at the start of the round
- Shortened the arena-side spawn exit triggers by 64 units, to help mitigate accidental spawn door opening
---- This change does not apply to the spawn doors behind each team's goal

BUG FIXES
- Fixed several spawn doors that could be opened by players on the opposite team
- Added clip brushes that were missing on the cliffs near mid

KNOWN ISSUES
- Scoring a winning goal still displays the "Respawning..." popup, but only if the black ball hasn't spawned

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SnickerPuffs

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Apr 10, 2014
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SnickerPuffs updated Canyon with a new update entry:

Just barely a major update

OVERALL
- Added several more env_cubemap entities around the map in attempt to reduce 'weird cubemap' issues
- Updated the lighting and skybox to match cp_badlands
- Replaced the game_text_tf entities with plain game_text entities, as some players could not see them
- Made the white ball slightly lighter
- Increased the time added on goal from 30s to 1m15s
- Reduced timer from 8 minutes to 6 minutes.
- Increased maximum timer length from 8 minutes to 10 minutes
- Clipping fixes
- Fixed time...

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T

The Asylum

I hope I get the chance to playtest this. The only other time I've seen it on the sever was when the host forgot to turn on servercommands
 

SnickerPuffs

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Apr 10, 2014
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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
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Was able to squeeze in a few rounds of Canyon right at the end of a playtest. It's pretty late right now, but before I go to bed I'd like to jot down my notes and what I saw.

- Too few ammo and health packs.
- I rounded a few sharp corners with func_clip_vphysics brushes, but I missed around 70% of the remaining corners.
- A lot of people were asking for another route between sides that didn't take players across the mid bridge. Perhaps I'll give the a3 alcove bridge another try?
- Auto-stalemate on timer end is still an issue, and I shouldn't neglect fixing it (again) before releasing another version.
---- Megapieman suggested starting a 'Sudden Death' round, and spawning the black ball with a short timer. If I don't impliment a "whichever team has the most points/scored last" system, I'll go with that.
- It'll require a logic rewrite/overhaul, but consider changing the score system from CP-based to CTF-based?
- Pipes and huntsman arrows don't push the pipeball. This might just be an issue with func_physbox. Further research is needed to see if I can fix this or not.
- The white ball might need a inner kill sphere (to combat players getting stuck when the ball rolls into/through them), though this might make the black ball's gimmick less unique.
- Give the black ball a train kill icon, the people demand it.
- Fix the black ball not having a functional tf_glow (unsure if it'll render in black, so make it red?)
- Turn those big buildings near mid into playable space?
- Some players didn't like the seperate spawn rooms, which were a holdover from the classic Pipeball maps. Consider making them one spawn room?
 

SnickerPuffs

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Apr 10, 2014
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SnickerPuffs updated Canyon with a new update entry:

Badlands-ier Edition!

There are a few visual bugs in this version (such as visible nodraw "holes" and non-sewn displacements near the rock arch and texture misalignments in the spawn rooms) but since these are minor and shouldn't affect gameplay I'll leave them in until the next version

OVERALL
-- Made the map aesthetics more Badlands-like
-- Reworked the logic to use a PD hud, as some players found the previous CP-based hud confusing.
-- Added a secret room that's probably not too difficult to find...

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SnickerPuffs

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Apr 10, 2014
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SnickerPuffs updated Canyon with a new update entry:

B1: You Beta Believe It!

OVERALL
- Slightly lowered the phys_pushscale multiplier, from 10 to 9
- Finished detailing the map, although I might've missed a spot or two. Please point them out!
- Adjusted pickup sizes and locations

MID
- Replaced the alcove-side security fences with a low wood fence

ALCOVE
- Added a new "perch"

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T

The Asylum

Finally had a chance to watch the demo. One thing I wasn't a fan of was how often the ball got stuck on objects. My personal philosophy when designing Pipeball maps was to always have the ball in motion, so some small props tucked away in the corner of those problem spots and given some generous vphys clipping will work wonders. Other than that it's a vast improvement over the smaller builds.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
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Finally had a chance to watch the demo. One thing I wasn't a fan of was how often the ball got stuck on objects. My personal philosophy when designing Pipeball maps was to always have the ball in motion, so some small props tucked away in the corner of those problem spots and given some generous vphys clipping will work wonders. Other than that it's a vast improvement over the smaller builds.
I've mostly been focusing my vphys-clipping crusade on the corners that the balls always seemed to get trapped in.

It's been a few weeks since I last looked at the map, IRL stuff and other projects have been getting in the way, so I'll need to give the demos a once-over when I find the time to work on this again, so I know which patches the ball gets stuck at the most.

That'll be at the top of my to-do list for Beta 2, right up there with "another, more complete detailing pass" and "Make a TF2C-compatable version for this one custom server a friend-of-mine runs".
 

SnickerPuffs

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Apr 10, 2014
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SnickerPuffs updated Canyon with a new update entry:

B1A: Squashing a single bug before returning to not-mapping

This is just a quick bug-fix update since I recently had an epiphany on how to fix a bug with the new PD-based logic (the epiphany is to turn off the "causes a bug" setting).

Not all of the changes made have been tested, but they should work! If not, let me know!

- Using VScript, removed the need for server operators to modify sv_allow_point_servercommand
- Increased the phys_pushscale from 9 to 12
- Fixed players dropping flags, messing with the score-keeping on the HUD
- Added clipping...

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SnickerPuffs

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Apr 10, 2014
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SnickerPuffs updated Canyon with a new update entry:

Beta 1b: Prep work

DaSpruceGoose is making good progress on the upcoming artpass overhaul, so I figured it's well-past time to "spruce" up the map as well. Ha. Aha ha.

----

  • Gamemode parity with the most-recent version of Linedrive
    • Various updates to the main Vscript file
    • phys_pushscale increased to 30
    • New models from @Wendy and r0nii
    • Doors are no longer locked shut during setup time
  • Fixed the crowd not booing when the ball is knocked into the...

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858