Team Fortress 2

Team Fortress 2

Cactus Canyon Redux - Single-Stage
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Update: 2 Mar, 2023 @ 5:45am

Update: 17 Feb, 2023 @ 11:08pm

-Fixed an issue preventing time from being awarded after A was captured

-Fixed missing collision on some props

Update: 30 Jan, 2023 @ 4:52am

-Added a third spawn exit to Blue initial spawn
Spawncamping was never really an issue, but this will help Blue push out a little faster and safeguard against any future spawncamping attempts.

-Made the window in the A barn untraversable
It was previously too easy for Red to gain control of this building by climbing up the rocks and jumping through the window, so now it's all boarded up.

-Reworked the mining hut next to A
This building is now inaccessible from B, so instead of providing a quick detour to the main choke, it now winds around and gives a Highground position over B, Hoodoo-Style.

-Added a Blue forward spawn after capturing A
This forward spawn is located just beyond the first building the payload moves through, and cuts the walking time from spawn to B for blue down by about 40%

-Major optimisation pass​
During the last playtest, there were a few complaints about the maps performance. I thought I had optimised it about as well as I could have, but I went into the VMF to see if I could improve it. I could. A lot. This had the unfortunate downside of extending my compile time from 40 minutes to 4 hours, but it's worth it for those sweet sweet frames.

-Detail pass on several areas
-Added alternate skybox texture and fog
-Some bug fixes
-Clipping improvements

Update: 13 May, 2022 @ 6:25am

-Reworked the leftmost connector for B
The 'stairs' building immediately before B was always meant to be used as a staging area for BLU, with some utility for RED while they still held A. However more often than not, this area was underutilised by BLU and overutilized by RED on B, as it didn't provide the right kind of advantages. Now the route is a lot more similar to how it was originally in Cactus Canyon, without the highground for RED on A.


-Added an additional point between B and (previously) C
The new C point is shortly after the turntable choke point, and is meant to replace the micro-point that was nearby. This makes it clearer that BLU holds an area, and that things in the map have changed, once captured. BLU also receives their second forward spawn after capturing this point, but I may revert this in future.


-Improved layout in "stage 1" > "stage 2" connector
Now that there is a point after the turntable, the routing through this building needed to be improved to combat RED players potentially trying to forward hold. Generally, it's a lot less open and works as a better staging point for BLU when trying to push through the coal yard (it also had an interior detail pass).


-Changed window in the D flank house to a balcony
The windows in this building proved to be quite frustrating to fight both with and against, as players both in and out of the building felt very exposed from the multiple sightlines the building provided. These windows have now been either removed or blocked, although the one that faced out onto D directly has been turned into a doorframe, with a small exterior platform to shoot down at defenders from (it's also not a bad spot for a defensive sentry).


-Added new route into last from D
The small windowed room with a healthpack next to D has been opened up, and now connects to the staircase leading to the upper platform in the main building. This provides more routing options into D for BLU and makes it less predictable where a push will emerge from. To balance this, the upstairs open window in the main building has been closed.


-Turntable before C turns slower
This turntable tended to not slow BLU down as much as I would have liked, so the speed at which is turns has been lowered to allow RED more time to set up a defence. This is particularly important now that there is a checkpoint soon after it.


-Adjusted time at which the 'Finale train' enters the map
If BLU happened to roll through last without stopping, they would always have the train hit the cart shortly after reaching the tracks. Sometimes however, this was completely out of RED's control. Their long spawn times, and a decent walk back to point meant they would usually struggle to retake last if BLU had already established their presence, even slightly. Now, the train comes sooner, so a BLU team doing particularly well will only scrape the payload along the side of the train, and have to wait for the next one to arrive. This gives RED much more time to set up a proper defence and clear BLU out.


-BLU second forward spawn now activates after capping D, rather than C
This turned out to be a very aggressive spot for BLU, and made capturing D a bit of a cakewalk.


-Moved the B checkpoint slightly further back
I haven't been seeing quite as much gameplay around the high-ground area at the back of B, so pushing the point back slightly should enable some better defensive positions.


-Map now has full bot support!
-Fixed the door of RED's second spawn behaving strangely
-Respawn times adjusted across the board
-Fixed cart floating above the track
-Fixed RED always winning if BLU was in overtime while the turntable was turning
-Pickup quantity, quality, and location changes
-Decreased the time gained after each point capture
-Decreased starting time from 7 to 5 minutes
-Decreased maximum time from 10 to 8 minutes
-Removed the doors on A flank
-Detail improvements
-Lighting improvements
-Optimisation improvements
-Clipping improvements

Enjoy the update! This is likely to be the last one for a while unless a major issue presents itself. If you have any feedback be sure to let me know!

Update: 7 May, 2022 @ 7:14pm

-Removed the small rock-based platform near the A rollback zone

This spot was far too easy to defend, and a sentry placed there would easily hold down both routes that could take it out, and often required a lot of effort from BLU to destroy it. In its place, there have been some standard rocks placed to add cover, and the lower area with the large ammo pack is slightly larger.


-Reworked the right-most route to B

This route was rarely used by BLU previously, except for spies or other classes looking for a cheap flank. RED ended up getting the most value out of this route, as it provided a good position to attack a BLU team in the midst of trying to establish a safe zone. The route has been reworked so BLU now receives a highground position over B, as well as a couple of unsafe pickups. RED can still access this route, but it requires a class to use their mobility abilities.


-Cut a piece of the B structure in half

The right-side exit for RED's first spawn was unappealing to use, as it put players in a bad position to defend B and to navigate to A. Now, the highground area for RED on B is easily accessible from this exit, and this also results in the area feeling less boxed-in (though more accessible to spies!).


-Increased the RED respawn time on A from 6-12 to 8-16 seconds

A is still a point that's generally easy for RED to hold, so respawn times have been slightly adjusted. I may revert this if the removal of the strong sentry spot impacts the balance enough.


-Added an additional (open) window to the C flank building

The flank building on C was being used fairly often, but didn't put BLU in a good position to attack. Usually players would run out the door only to be greeted by the entire RED team and their sentries. The upstairs window in the building was useful, but didn't give enough of an angle of the point to warrant using it very much. Now, there is a new window that has a clear sightline onto the point and surrounding area, as well as the exit of the building. This should allow BLU to cover teammates leaving the building, and help destroy sentries in the harder-to-hit spots.


-Added more cacti

-Clipping improvements

-Minor optimisation improvements (will likely do more work on this for next version)

-Lighting improvements

-It's Bucket Time!

Update: 22 Nov, 2021 @ 5:22am

-Fixed a bug preventing players from pushing the cart
-Clipping fixes/Adjustments
-Minor detail improvements

Update: 21 Oct, 2021 @ 7:06am

-Increased brightness of environmental lighting.
Mainly just a small adjustment to brighten up a couple of the darker areas.

-Increased size of 'A Barn' main doorway.
The barn is an incredibly important building for blue to hold in order to capture A, if the defending team are putting up any sort of resistance. Previously, it wasn't being used much as it didn't appear to be a major/important area for blue to use. I've made the doorway bigger and added some more eye-catching detail on the interior to draw players towards the route in an attempt to get it some more use.

-Raised the rock immediately under the 'A Barn' window.
It was intended for the rock to be possible to climb, albeit very difficult. However, it was just low enough that a class with enough speed (powerjack pyro, whipped soldier, etc) would be able to consistently jump onto it from ground level and then get through the window into the barn. I've raised the rock so that this is no longer possible, and the rock has to be climbed the "right" way.

-Boarded up the open window on the A high-ground house.
This window was intended to be quite strong, but it has been overperforming. It provided too much cover for anyone shooting down onto A and was annoying to fight against as anyone except sniper. This change should encourage players to leave the room for combat and make it a better spot for engineers.

-Blocked off a particularly strong sentry spot on D.
D isn't a particularly strong point for engineer, but I have been trying to create some more appealing spots to build with each iteration. One of these spots however, was a bit much. No safe sightlines onto this spot meant no fun for blue team. I've blocked off the spot with a prop that should do a good enough job of saying: "yeah, you can't build here buddy".

-Adjusted respawn times for D.
D has been a bit of a mixed bag in playtests. Sometimes blue rolls, sometimes red effortlessly holds. However I recently implemented a system that lowers reds' respawn time significantly once the cart is in the final stretch (the segment of track on the platform near the train track). Good idea in theory, until you take into account that that's where the cart is going to be spending most of its time on D. I've increased reds' respawn time slightly for this section but also decreased blues respawn time.

-Adjusted pickup sizes around A.
The small health and ammo pickups in the cliffside building are now a full health and medium ammo pickup.

-Detail improvements.
-Fixed the payload getting stuck in some areas.
-Fixed pop-in on various props.
-Increased the volume of the train gatecrash sound.
-Fixed the cart slightly regressing past checkpoints.
-Fixed the cart not properly rolling back on last.
-Miscellaneous bug fixes.

Update: 27 Aug, 2021 @ 8:09pm

-Fixed cart not being able to be pushed onto the train tracks
-Fixed spectator cameras not being properly enabled/disabled
-Minor clipping fixes

Update: 27 Aug, 2021 @ 1:54am

-Added additional cover around D
-Improved detailing around D
-Improved lighting in some areas
-Clipping improvements
-Fixed some areas near RED spawn being non-solid
-Fixed multiple trains appearing at once/cancelling each other
-New particle for the gatecrash sequence

Known issues:
-You may need to leave the cart and touch it again to push it onto the tracks, if it had scraped along the side of the train previously
-Spectator cameras stay at A/B rather than moving throughout the map

Update: 24 Aug, 2021 @ 5:29pm

-Fixed an issue preventing blue from winning after capturing all points
-Clipping improvements
-Lighting improvements
-Some other things!