Canyon depths FINAL
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======================= = CANYON DEPTHS FINAL = = changes 18/02/2015 = ======================= [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 and charge bar cost a little bit - 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 but who cares ? No one will ever read this file anyways so I could write anything I want - Justin Bieber is cool, I want to marry him - Big black men wearing mayonnaise-drenched grandmothers clothes is the only thing that stills turn me on ========================= = CANYON DEPTHS BETA 10 = = changes -- 11/02/2015 = ========================= [DESERT / CANYON / OASIS] - Temporary Axis wall now lasts 20 seconds - Non-MG "guard post" is now open on both side but with an "allies/covops" only door, offering a new access for allies to disarm dynamites at the gate - MG/Ammo catwalk before the first tank barrier now has a hole on sit barrier side, extra exit usefull for allies and axis when defenfing/disarming dynamite - Allies have a couple more seconds (again!) to close the mobile bridge garage door. - When axis capture the flag, allies now instantly respawn to give them a better chance at recapture castle, axis respawn time is longer - Its now easier to enter the mobile bridge cabin (both from ground and in water) - Mobile bridge "pressurising" time is now 20 seconds (increased from 15 seconds) Note: When axis reached an objective, Allies had little ways to fight back. So I helped them a little. [CAVES / LOWER BUNKER] - Added a rock cover for allies near at the buildable bridge - Building bridge now takes a bit longer - Added a climbable rope on the allies side at first caves bunker - Added side exit for allies at the mid-caves bunker, removed a couple unfair camping spots accessible with double-jump - Removed the ventilation passages link between the axis entrance and the "loading bay" - Removed door separating axis entrance and "loading bay" (one that openened once the password was stolen) - Access to the password is now granted 10 seconds later. Removed old extra password-items laying arround - they shouldnt have been here. - Added "tutorial lines" to reach the door-switches for the tank double-gate when password is captured - Main/tank entrance side door offers access to an additional ladder giving a quicker backdoor route to the password - Main/tank entrance side door disappears once the password is stolen, opening a reliable backdoor path for axis to reach the controls Note: For the lower bunker, the idea is to encourage the use of the "main entrance" (where the tank goes) : you can now use this path to access both the wooden dynamitable gate, the password and the door controls (when the password is captured). [LABORATORY] - Fixed tank getting stuck if damaged just before the floor-breaking event - Shortened the covert-ops shortcut (first level after the axis spawn at the floor hole) to make it usefull - Added a not-so-subtle contraption preventing direct jump from conveyor corridor to 3rd lock lever (which was hard to defend against) - Fixed (maybe) map not ending when it should [GLOBAL] - Tank takes a couple seconds longer to repair - Some more decorations in barren areas - Fixed too-solid metal grids (ones you couldnt shoot through) - More changes to respawn timers all arround the maps - Small quality-of-life improvements in some places (for instance going down ventilation holes is easier) - Fixed some more texture bugs ======================== = CANYON DEPTHS BETA 9 = = changes - 01/02/2015 = ======================== [DESERT / CASTLE] - Added a temporary wall on the axis side (lasting 15 seconds) to allow allied players to get in position (defender's advantage) - Respawn time shorter for allies, much shorter for axis - North mountain path a little more exposed to allies - More reliable cover for frontal assault for the axis - Removed buildable MG blocking-wall in front at the gate "guard post" - Non-MG "guard post" of the gate is now accessible from the exterior-only (it was useless and now is good for gate/dynamite defense) - Moved the castle flag to a place quicker to reach for the allies [CANYON / OASIS] - When axis capture the flag, allies respawn much faster to give them a better chance at recapture castle - Improved cover for the axis when going from the castle to the first tank barrier - Slightly reduced accessibility to the tank barrier for the allies and increased barrier-spawn distance by a couple meters (so less respawn-invulnerability time when reaching site) - Allies now have a couple more seconds to close the mobile bridge hangar door before the tank comes in the area [CAVES] - Axis capture the mid caves bunker earlier (a little bit after the tank goes past the upper bunker entrance) - Mid caves bunker lower exit more confortable - Jumping from the mid caves bunker to the water below (pool shortcut) is now safe and reliable - Added "tutorial lines" from the low caves bunker for the axis to reach the password [LAST BUNKER / LABORATORY] - Improved "tutorial lines" to reach the door-switches and in the laboratory - Shortened path for the axis to the laboratory - Made conveyor control pannel more obvious [GLOBAL] - Reduced overall timelimit by 3 minutes. - Smoothed timelimits / checkpoints time bonus - Little improvement to decorations in some barren areas - Fixed non-solid metal grids - Fixed missing / corrupted geometry - Light changes to respawn timers all arround the maps - Updated end pictures - Added GoC logo in some places - Added instructions regarding performance issues - Fixed many little texture bugs that no one cared about anyways
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File Contents
1 file
29.2 MB uncompressed
1 BSP map: canyon_depths_FINAL
Type: wolfmp
1 PK3 file
.pk3 (1)
| File | Size |
|---|---|
| canyon_depths_FINAL.pk3 | 29.2M |
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Datei-Info
- Dateiname
- canyon_depths_FINAL.zip
- Größe
- 28.99 MB
- Map-Name
- canyon_depths_FINAL
- Spiel
- ET
- Autor
- Admin
- Downloads
- 3
- Hochgeladen
- 11.02.2026
- Kategorie
- Maps
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