New Submission: dom_canalzone

Vilepickle

Banned
Oct 25, 2007
372
199
Downloads: A new file has been added by Vilepickle:

dom_canalzone

Canalzone - dom_canalzone
Remake of the QWTF Original

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MAP INFORMATION-

Title: dom_canalzone
Version: Final 1.0
Filename: dom_canalzone.bsp
Created By: David Lohmeyer - VilePickle
Original QWTF by: David Sawyer (now of Valve)
Author Email: vilepickle@gmail.com
Type: Domination
Game Mode by: TheBladeRoden
Web: http://www.vilepickle.com
Compile Date: 8/14/2008
Development Cycle: Beta 1 -> Beta 2 -> Beta 3 -> Final 1.0
Final 1.0 md5: f34d57f1b49a86a8c71a97a64bcfc1ff

Description:
Canalzone was a QuakeWorld Team Fortress map with 8 control points. Players had to bring flags to the CP's and as this happened the team's overall score increased based on the number of points obtained.

Dom_canalzone is a remake of this first Canalzone map (NOT the Team Fortress Classic version cz2 with 5 points). It uses the Domination game mode created by TheBladeRoden. In this game mode, players capture control points like other TF2 maps, but as they do so they score more points over time (as shown as a percentage score on the HUD). Whoever reaches 100% domination first wins the round. Teams can also win by capturing all 8 control points. Spawn points are dynamic, in that as you capture CP's, you gain more spawn locations and the other team loses those spawn points if they had them.

This version of domination does not include the jail system due to a bug in the original game type. Players always have spawn points in their team's base.

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FINAL 1.0 CHANGES/FIXES:
-Fixed sticky spawn point in boathouse
-Added control indicators to the base room overhead map
-Boathouse detail added, new cabin on upper level
-Detail added around the map, as well as some texture changes
-Brush overlaps/lighting errors fixed
-Added another moving door to the base spawn so it's similar to the old QW version
-The canal is now not as deep
-Made it so players can't shoot through the boathouse vent to outside
-Message added after round ends that says teams will be switched for the next round
-Percentage score text moved down slightly on the HUD
-Plank added across Library to Arch Room since slower classes had a hard time making the leap
-Optimized the map much more with prop fade distances
-Added dynamic CP signs near the signs with names. They change according to who owns the CP
-Removed potential conflicts with other maps with the custom CP icons
-Edited the CP icons where red or blue can spawn at that location with an "S" so they know where they may end up

BETA 3.0 CHANGES/FIXES:
-Made hanging lights outside nonsolid
-Made it so players can't stand on the edge of some roofs
-Made the power line poles nonsolid
-Added more helpful direction signs in key places
-All classes can now get to the top of small warehouse
-Small health added to top of small warehouse
-Took out the stalemateontimelimit variable that was causing rounds at the end of the map not to count. It will now count down to 0:00 and finish the round before map change.
-Replaced the skybox with a more dusk sky to fit with the classic CZ theme
-Added a new basic layout map to each team's base area
-Detail added to several locations
-Changed spawn locations to be team specific if they hold certain points. Blue has 8 spawn points at Arch Room and Small Warehouse in addition to 16 at main base (ONLY if those CP's are captured). Red has 8 spawn locations at Boathouse and Balcony (ONLY if those CP's are captured) as well as 16 in their base.
-Optimized lightmaps in many locations
-Cut down slightly on announcer spam by removing capture warnings from Library and Fountain

BETA 2.0 CHANGES/FIXES:
-Added sign to the small warehouse at fountain
-Added new labels to the outside of the RED/BLUE warehouse
-Removed the CP notifiers when people used the regular HUD and not the minimalist HUD
-Extended some buildings in the skybox to make them look more interesting
-Changed some spytech round lights tospotlight models
-Added power lines around the map
-Added a very, very slight spawn timer (~2 sec)
-Made it so players are less likely to spawn near an enemy approaching an owned control point
-Fixed a couple of spawn points where players could get snagged in the floor
-Added icons to the HUD for each point to make them more memorable

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THANKS TO:

Domination Author: TheBladeRoden
QWTF map author: David Sawyer (Ramirez)
Inspiration: DJedi Clan, Fastfire
Playtesting: DJedi Clan
Ninjitsu's clan
BB
FocusedGaming
BRBU
Ashigak

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INSTALLATION:

Extract the zip file to
...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps

Create a server with dom_canalzone

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©2008 David Lohmeyer.
All Rights Reserved

Team Fortress 2 is a registered trademark of Valve Software.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
Just when you think he stopped mapping, blink, a new map is just created by vilepickle :)
 

Vilepickle

Banned
Oct 25, 2007
372
199
It's like a mapping ray-gun.
 

Vilepickle

Banned
Oct 25, 2007
372
199
weta_ray_gun.jpg