Canyonfodder

CP Canyonfodder b8

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Ezekel

L11: Posh Member
Dec 16, 2008
818
not much to say really. a 3 stage cp.

the name is one i've wanted to use on a map for a while.

the major landmark of the map is a large antenna, inspired by the ones dotted around the islands in Just Cause 2.

now it's in beta :)



cp_canyonfodder_b70000_359.jpg
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
Overview screens would be awesome.

I like the "step" effect on the canyon walls.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
You need more health at the staging area. There's 1 small health pack between 24 players.

I can't help but feel there should be a cliff top path on one of the sides. Just so that players arn't all forced down the middle.

The last control point was really easy to defend. Also i don't think you should hide the CP. I thought it was some random structure until in spec i saw that was actually our CP that needed defending.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
You need more health at the staging area. There's 1 small health pack between 24 players.

I can't help but feel there should be a cliff top path on one of the sides. Just so that players arn't all forced down the middle.

The last control point was really easy to defend. Also i don't think you should hide the CP. I thought it was some random structure until in spec i saw that was actually our CP that needed defending.

which area is the "staging area"? are you talking about the area between stage1 point 1 and blu spawn?

for cp2 stage2, i'm not sure i understand what you are saying in terms of the cp being hidden. do you mean that you believe that the cp should be visible as soon as red leaves their spawn room?
or perhaps you mean you want the cp to be en-route betwen redspawn and cp1 so that red players have no chance of missing it's location?
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
lil bump to show off new screenshots, and to point the fact that the new version is downloadable.

i decided to forgo my original idea of staying out of alpha until all 3 stages are complete, as i'm already doing tweaks based on feedback form gameplay, and a0 versions should really only be reserved for barebones building of layout.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
I think you should start putting signs up, you have a number of doorways that are confusing in terms of knowing where they go.

I think the second stage where BLU exit, is a little on the large/open side. The left flank gets largely ignored until it is capped and leaves BLU awefully vulnerable on their flank, especially since they have to turn their backs to the enemy to cap the first CP of the stage.

The last CP is quite difficult to cap for a second stage CP2 and looks like the finalé.

You could probably do with a little more health at the staging area (blu spawn/CP1). turn the small into a medium and put a small on the balcony somewhere. Once RED lose the structure infront of CP1 it's difficult for RED to hold any ground around CP1. You should maybe balance this out with a slightly longer cap time.

The first CP could also do with being a little more obvious. Too many players run past it.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
updated to a2_1.

i'll replace the screens with newer ones tommorrow. tired.... zzz
 

Delusibeta

L3: Member
Mar 21, 2009
100
Played it just now. I like it. Some concerns about the height of the map were raised, and personally didn't like the fact that in the second stage the spawn area for the attackers could be fairly easily camped by a larger team. Perhaps bring the barriers back so that the attackers have two potential exits out of the spawn area? More health might also be a good idea.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
Meant to take some screens in editor but never got to it.

2 major issues I noticed:

1- the overhead pipe on cap point 1 makes it very hard to place a sentry anywhere. Maybe if the pipe was half as high then sentry could also hit players on it. But I only tried once and failed before it was up... Didn't see any other sentries last long either though.

2- A few of the areas seem to have over powered flanking options. Or just tunnels that get around defense easy.
On point 2 red is watching the tunnels in front of A, but Blu can come in below the stairs, take a left and get in behind the point by spawn (a demo ended up camping spawn from above).

I think all the pathways should just converge more into an area in front of the point. I noticed several spots like this in the map where you're watching one area, and all of a sudden blu is capping point and you never saw them.
Dustbowl for example has multiple splits and paths, but they all come into one area before the point. So if you can see one exit for blu you can see them all (not that they are close enough to cover them all well) but at least the other team can't sneak around behind you.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
Your changes seen during gameday were a vast improvement to previous tests.

Main issues were that the tunnels were quite tiny, making spam incredibly OP (this was particularly problematic on the top left tunnel (BLU's perspective). Plus that you need to maybe add some signage pointing out the tunnels as you have a number of details that obstruct vision to access points into the following areas.

Lastly, the conveyer belt is pretty high and you take fall damage if you don't land on the catwalk's fence. Try lowering it so that it goes under the catwalk at the cliff wall.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
ok made a number of tweaks to stage 1, and added a number of more significant changes to stage 2 (i just wasn't liking the long flank path through the double arch, so i've replaced it with a shorter flank that goes through buildings instead.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
just broughtout stage3. currently as an orphaned stage though.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
all 3 stages, version alpha4. enjoy
 

Ezekel

L11: Posh Member
Dec 16, 2008
818

Ezekel

L11: Posh Member
Dec 16, 2008
818
ok. new version out now. i'll update the pictures when i get a chance