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vsh_canyon_raid_final

A Map for Team Fortress 2

Updates

Version 2.0 5y
  • - -Replaced watchtowers with smaller version since the old one way too big for already large map. now they are closer to theirbeta counterparts but without several collision bugs.
  • - Fixed a collision bug in main buildings.
  • - Removed ammo-boxes from outskirts so snipers are forced to land back to bottom of the canyon to loot some.
  • - Removed some cubemaps because they increased the file size too much. However, the quality of refections hasn't changed.
Missing stuff... 5y "final" update 5y LOng waited visibility-opti
mization patch released
5y
Beta version 6.0 5y

Feature list:

- 2D background/vista.

- Exploreable outskirts with four watchtowers (hint: easteregg for engineers).

- Two warehouses with windows and sliding doors.

- 256 x 256 bit resolution reflections (reason for huge size of the map but not really performance hungry).

- Two normal air-ramps (vsh_crevice) and four ~26-degree speed-ramps.

- Deerstands with large ammo-boxes!

***Server owners - Feel free to add my map into your map rotation because all love it needs, is some play-testing for possible future balancing.***



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  • ChicagoBen avatar
    ChicagoBen Joined 8y ago
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    4y
    Having 2 small ramps wide out in the open as the only way for hale to get up top is a seriously terrible game design. What would happen if snipers camp both ramps up to top? What would hale be capable of doing ? He needs to go up the ramps to get up but if hes getting shot down it doesn't matter. 

    You see this in crevice a lot but at least in crevice you have more options in covered areas.

    Test this stuff before you realease them like this. Inside of both spawns feels like terrible design map still feels to big even for a sniper map and ramps are too small imo. 
     
    Overall an improvement from older versions and I feel like your getting the right idea slowly but the idea is not translating atm. You gotta create more purpose in the map in terms of access everywhere.
    (G-S.N)Chicago Ben
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  • cryprotree avatar
    cryprotree Joined 5y ago
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    5y
    I wil look into these ramps that would give a speed boost. Anyway, I need to build/texture these ramps so they would fit to the map's design.

    Bananite
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  • Spartandrapus avatar
    Spartandrapus Joined 5y ago
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    5y
    @Cyrprotree,

    In regards to the ramps being denied, I think I should have explained it better, 

    I'd suggest the jump ramps would only give hale a little boost, and not shoot him further than the centre of either side of the outer ring.

    It is more that the snipers have WAY TOO MUCH time to escape before hale is even close how it is, right now hale has to run a very long way across a plains, superjumping ofcourse helps, but it doesnt change the fact that it is still takes a good amount of time to reach one side from the other. 

    Then you got the problem that the snipers can knock hale back if he were to try super jump it ofcourse, I just think there needs to be some assist in order to help hale get close, also ramps are usable by both teams so at the same time he uses it to close the gap, the snipers can use it to escape. 

    Overall, I think it just takes too long, the jump pads were a suggestion to fix this.

    But that is just my feel on the matter. 

    Bananite
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  • cryprotree avatar
    cryprotree Joined 5y ago
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    @Spartandrapus, I might add the teleports, posters, maybe engy room but I prefer current buildings' design since they are meant to be warehouses, not control rooms/offices so I have to leave the machinery/control panels out. Also those 45 degree speed ramps will spoil sniper's advantage if Hale can reach the edge of canyon in couple of seconds. The jump pads will remain the same because they not just hurt players on landing (less spamming) but also lets Hale to reach the outskirts without being knocked down immediately, which happens in maps like vsh_crevice.

    Bananite
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  • Spartandrapus avatar
    Spartandrapus Joined 5y ago
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    I'd suggest the following;

    A cactus or something that when hit, will teleport a player to one of the four towers, maybe make it allow 2 people per round.

    Maybe add some TF2 themed catchphrases/words to the walls or recruitment posters and such to make the walls less bland.

    You need to have some sort of way hale can get around the edges a little bit faster, maybe have jump ramps that can be used by people along the top.

    You could add a room dedicated to spartan's because spartan's are awesome, it could also be a decent engineer spot, if you know what I mean,

    The inside of the spawn rooms needs cleaning up, right now it just has a bunch of crates everywhere, you could add some control panels/machinery in to make it look more like a warehouse, and also make it so the crates would be to the side, the middle could have some vehicles used transport the crates, instead of a very messy warehouse. 

    The second floor could have a floor and less of a little ledge that runs around the outside.

    The towers in the 4 corners need to be accessible without crouching, as it is hale has to try crouch in, and without rage this is hard, ofcourse super jumping is an option but alot of people do not know how to do it, or cannot do it to a good standard and if it is well defended is hard to do.

    Bananite
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  • cryprotree avatar
    cryprotree Joined 5y ago
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    @PigPig                                          

    - I have released source files of the map so it's now easier to continue develope it without replacing broken brushes and textures.

    ***What I have investigated so far to find a possible reason for the collision problems, it seems that it's power "4" displacements that tend to cause this bug along many other issues.***

    Bananite
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  • PigPig avatar
    PigPig Joined 5y ago
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    5y
    Posted by cryprotree

     It really seems that huntsman projectiles get stuck on certain angle terrain. However, bullets fly (hitscan) through these kind of invisible walls/clips so it's clearly programming issue with the weapon itself (hitboxes, arc system, arrows able to pinn player to walls). A clip or a wall, though invisible, will block a bullet. That being said, I can't do anything to fix this kind of issue unless I remove the whole canyon and add large circular wall instead.

    :/ The displacements seems stretched. In your free time I would re work them. I don't have words to explain how you could fix because how complicated displacements are so here is an attempt.

    **EDIT: "now includes source-files for modders who are willing to fix/optimize the map here you go!" I think i might help :p

    KEEP IN MIND THIS IS HOW I DO IT. 
    ^ Dont hate me.
    Its easier to work with displacements and get a feel for them.

    Your hill started as  a flat surface that you  stretched to make walls. The right way *IN MY OPINION*  would be to make the walls and displacements in block forum so they all line up, This means that one displacement side has to be the same length as the one it is also touching, This makes it so the wire frames are equal. then select the ones you want to be displacements and create displacements. After that you can do all the fancy things to them you want :D

    If there are issues with this, Use google and common sense.
    KEEP IN MIND I'M NOT A TEACHER.
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  • Griffbo avatar
    Griffbo username pic Joined 6y ago
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    Griffbo
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    5y
    Looks great! 10/10

    do the stanky leg avatar
    Mantra
    do the stanky leg
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  • cryprotree avatar
    cryprotree Joined 5y ago
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     It really seems that huntsman projectiles get stuck on certain angle terrain. However, bullets fly (hitscan) through these kind of invisible walls/clips so it's clearly programming issue with the weapon itself (hitboxes, arc system, arrows able to pinn player to walls). A clip or a wall, though invisible, will block a bullet. That being said, I can't do anything to fix this kind of issue unless I remove the whole canyon and add large circular wall instead.

    Bananite
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  • FlipFTW avatar
    FlipFTW Joined 5y ago
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    Sorry, I didn't mean invisible WALLS, the term just came to mind and I didn't think of the consequences.

    The huntsman projectile you see in the screenshot seems to be happening all around the outskirts of the cliff, I think it may be a "displacement error", I believe this to be fairly reproducible so if you open your map in tf2 and fire some shots I think you'd be able to find the areas in question.

    Map is getting really good, wish i recorded when people realized you could scale up the canyon, it was literally a chorus of "OH MAH GAWD"s and squeals of pleasure.

    Also new post as my old one is getting very cluttered :s

    Vi Veri Veniversum Vivus Vici
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Credits

Key Authors
cryprotree
cryprotree Joined 5y ago
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112 points Ranked 70,630th
Map/level designer
Special Thanks
FlipFTW
Good ideas and tips.
PigPig
Great help with fixing the canyon.
Spartandrapus
New features and ideas for level balancing.

Submitter

cryprotree avatar
cryprotree Joined 5y ago
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cryprotree
Creator
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Development Info

Notes
Although the map is considered "final" I will still continue to update the map until it's fairly balanced.

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Category

License

Details

Version
Final

Attributes

Players
32
Development State
Final/Stable

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