[Map Release] dom_canalzone_b3

vilepickle

Rookie
Joined
Jul 30, 2008
Messages
31
The map dom_canalzone has been updated to beta 3. This includes a various number of changes that improve the map. The complete list of changes is listed below. If you run a server with this map, please update it.

Screenshots:
http://vilepickle.com/map/screens/tf2_dom_canalzone

Downloads:
http://vilepickle.com/map/dom_canalzone_b3.7z (7zip, 9mb)
http://vilepickle.com/map/dom_canalzone_b3.zip (zip, 21mb)
http://vilepickle.com/map/dom_canalzone_b3.bsp.bz2 (bz2, for server admins)

README:
http://vilepickle.com/map/readmes/README_dom_canalzone.txt

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

Thanks. Any feedback would be appreciated.
 
Whoa! When does vilepickle post here? :D

I'll be sure to give it a thorough critique, if you don't mind... :p
 
Well, I've played around with it a bit, and I will say that I like it. It's a big map, and obviously it'll take some work for anyone to learn where anything is...the design is great, though. It appears to appeal well to all classes, and it's very nonlinear, which is great for this gameplay mode.

The map in the spawn is hard to read, though...it should be oriented so that the direction you're facing is up, down is back, etc.
 
-subliminal messages to council- must put on server must put on server..... -end subliminal messages
 
ill put it on my server and run it for a few days. let me know what you guys think about the server and the map.
also if any one else makes a map like this i will be more than happy to put in on the server and let every one have a go at it.

server ip: 74.192.137.111:27015
 

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