Talari Canyon

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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
I don't like the actual track dipping through the sand. It indicates that it's not the real one.
 

NovaSilisko

L42: Life, the Universe and Everything
aa
Feb 3, 2009
502
270
It's like a bomb full of kraft powdered cheese exploded over a random patch of desert.
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
I actually like the lighting, huh.

May I suggest giving the map some hills? For example, at the beginning of enemy territory is a hill with rollforward, which launches the kart forward a bit, allowing you to get through the territory faster, and maybe even send the kart flying into the enemy payload.

Thats a nice idea, ill see what i can do for a3 :D


I don't like the actual track dipping through the sand. It indicates that it's not the real one.

True, will probobly lower the sand a bit in those places!


Thanks everyone for leaving feedback and comments! :)
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
I was unsure if I should enter contest #5 or not so meanwhile I started to detail one of the red houses, its far from finished but its a start :D

Also lowered the sand on some places, wont cover the tracks anymore. I also changed so the cart goes faster in enemy territory!

attachment.php
attachment.php
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
Beta 1 - released 19/08/10
  • Detailed alot
  • Optimized some
  • Added blockbullets to stop from shooting over the middle
  • Changed skybox
  • Added a 3D skybox
  • And much more!


 

Furex

L4: Comfortable Member
May 30, 2009
151
34
Hello everyone! I havnt been mapping for a couple of years now but wanted to get into it again. I always thought this map had some great potential and the gameplay was alot of fun so my plan now it to revive it.

One of the biggest issues was the size, it is simply to small for a 24 player server.

This is the layout now:
3bkx.jpg


and this is an idea of what im going for (sorry for my bad drawing skills :blushing:):
c8uj.jpg


The new layout will get some alternative flanking paths, move the spawn further away from the battlefield and give some space overall.

Perhaps a route between the platforms in the middle to make it less of a sentrynest?

What do you guys think?
 

DonutVikingChap

L5: Dapper Member
Mar 15, 2013
233
140
Hello everyone! I havnt been mapping for a couple of years now but wanted to get into it again. I always thought this map had some great potential and the gameplay was alot of fun so my plan now it to revive it.

One of the biggest issues was the size, it is simply to small for a 24 player server.

This is the layout now:
3bkx.jpg


and this is an idea of what im going for (sorry for my bad drawing skills :blushing:):
c8uj.jpg


The new layout will get some alternative flanking paths, move the spawn further away from the battlefield and give some space overall.

Perhaps a route between the platforms in the middle to make it less of a sentrynest?

What do you guys think?

You could definitely try if you want to, but I think that if you over-do the expanding, it might draw attention away from the carts since people will have lots of other places to fight. If you can manage to make the map bigger while keeping focus on the track though, that would probably be very good.

I think you should also start by fixing some of the issues that others have pointed out from the start, like the tracks having weird shadows and the map being very orange (It's really a bit much).

Anyway, good luck
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
You could definitely try if you want to, but I think that if you over-do the expanding, it might draw attention away from the carts since people will have lots of other places to fight. If you can manage to make the map bigger while keeping focus on the track though, that would probably be very good.

I think you should also start by fixing some of the issues that others have pointed out from the start, like the tracks having weird shadows and the map being very orange (It's really a bit much).

Anyway, good luck


Thanks for your feedback! One big problem was it is almost impossible to break trough defences since there are so few paths between both sides and they are easily protected by sentries. I think a couple of flank routes and moving the spawn back a bit will draw attention away to a certain extent which will be good for gameplay.

As for the trackshadows, they will be fixed at a later stage (Track Shadows (and why not to disable them): http://forums.tf2maps.net/showthread.php?t=8132)

Believe it or not but the map was MUCH more orange a few versions ago but perhaps i will lower it a bit (was going for a Furnace Creek kinda style)
 

Furex

L4: Comfortable Member
May 30, 2009
151
34
So Ive got the new paths blocked out but wanted to solve a thing before I release it.

The system to detect when the cart collides uses one prop_physics_override and one trigger_multiple on each cart, other then that there are no modifications to ABS carts.

The problem is that it is realy easy to get stuck inside/near the cart and I suspect its the prop_physics_override fault. It was a long time ago I made cart collide system and I talked it over with ABS at the time, the reason I used prop_physics_override was because it was the only thing possible of being filtered, if I recall correctly.

Does anyone have any solution to this? It kinda breaks gameplay when you get stuck... :/