Hello ! I just released the final version of Canyon Depths, a map I started working on back in 2007, and only recently decided to complete thanks to people bugging me about it
Download :
Screenshots (from beta 10) :
Have a good day !
Hello ! I just released the final version of Canyon Depths, a map I started working on back in 2007, and only recently decided to complete thanks to people bugging me about it
Download :
Screenshots (from beta 10) :
Have a good day !
Now that’s dedication! Congratulations to you and also thank you for still working on and improving a map you started in 2007.
Great news! Also is there a rough changelog with the changes you applied or were those just minor details/tweaks?
Can we hope for any future mapping projects from you?
Regards
Yup, changelog is included in the pk3 but I should have posted it here - forgot, my bad.
Changelog from Beta 10 to Final :
[DESERT / CANYON / OASIS]
- Added tutorial lines at castle spawn for allies to help new players figure out where the flag is and that its important to defend it
- Fixed an exploit allowing to put the dynamite for first tank barrier inside the building above it + modified that building
- Moved the canyon Allies-only door closer to the Command Post (makes it more relevant)
- Fixed sandbags and trees not properly blocking projectiles
- Made side of mobile bridge door more accessible for non double-jump servers
[CAVES / LOWER BUNKER]
- Added light fog to improve depths/volume perception in the caves area, its looks nice !
- Removed fog because it halved the framerate, fuuuuuuuu !
- Lowered back caves bridge build time to 9s and lowered charge bar cost
- Fixed an exploit allowing to blow caves bottom gate from the outside
- Larger elevator in the loading bay near the password room
- Fixed bunker password being accessible before the cage opened
- Changed the layout of the password room
- Added an additionnal “rat way” under the twin-elevator in the large areas before the tank hole
- Gates before the laboratory open a bit slower
[LABORATORY]
- Conveyor (chariot) 1st laboratory door can now be opened by allies (and not covert ops) so they can access the door dynamite when spawning inside the laboratory
- Removed one “tutorial line” for allies in laboratory to prevent leading allies to non-prioritary objective
[GLOBAL]
- Fixed an exploit allowing players to spawn at supposedly unavailable positions
- Changes to arena/objectives texts
- Minor respawn time changes
- Some decor improvement, various fixes (clipping, geometry, textures)
- Probably other things I forgot
source: readme.txt
No thanks to :
LOL