Dom_Canalzone Final 1.0 Release

The map dom_canalzone_b3 has been updated to dom_canalzone and is now in its final version. You may be interested in running this on a server if you are not already. The map features a unique game mode called “Domination”, where players capture control points and their domination percentage rises. The first team to 100% domination wins the round. This game mode was originally by TheBladeRoden. Canalzone for Quakeworld Team Fortress was originally by David Sawyer (now of Valve).

Canalzone is a complex map that takes a number of playthroughs to grasp fully, but once you know your way around it is an excellent experience. The map has been extensively playtested in its TF2 incarnation so far, and it has proven itself as a fun alternative to the typical grind of other game modes.

Download:
http://vilepickle.com/map/dom_canalzone.7z (7zip, 10mb)
http://vilepickle.com/map/dom_canalzone.zip (zip, 22.1mb)
http://vilepickle.com/map/dom_canalzone.bsp.bz2 (bz2 for server admins, 21.5mb)

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

Changelist from B3 to Final:
http://www.vilepickle.com/map/readmes/README_dom_canalzone.txt

Have fun!

The eve of the Canalzone

So here we are on the eve of my Canalzone final 1.0 release.  I have a lot of feelings about this map, even though I didn’t play it in the glory QWTF era.  I feel like the game mode is unique in TF2, and is very fun.  I feel like I’ve done a good job at making this map look awesome while retaining a more traditional TF2-ish theme.  Granted, it’s set in a more urban environment, but it still fits in.  If all custom maps were set in the same stock environment then they wouldn’t be “custom”.  I’ve already decided to (eventually) do another unique map with a  different game mode, but I feel like the reception of CZ will be what makes or breaks my enthusiasm.  TF2 players have obviously embraced complex game modes with maps like CP_Steel, so I don’t see that being a large barrier to its success.  If I were a member of a community like Somethingawful or Shacknews I’m sure I may get a few more (a lot more) ardent supporters, but those communities are not especially appealing to me.  I guess the map has to stand on its own merits.

I think bringing a great deal of attention to fun and details to my next map will make it stand out.  You don’t see unique game mode maps with large amounts of detail work done to them.  They usually look pretty… bland.  I guess I have a lot invested in Canalzone, its modified Domination game mode (thank you BladeRoden for Dom), and its graphical fidelity.  I believe the fun factor was originally engrained in Quakeworld, but I’ve made many changes that make CZ retain its fun factor.

I do have one extreme worry.  The Heavy update next week is going to absolutely devastate the custom map community once again for another 2-3 weeks, probably longer with a new PL map.  I think we’re still recovering from Goldrush, in fact.  While I love these updates, I just hate that they destroy any chance of people getting their hard work played.  I guess if a map is heavily requested it will be included in an update.  Steel has proven that well enough.  It seems like Valve is aiming for 2 solid maps each release, so I presume 2 custom maps will be in the update after that.  While I don’t really expect them to ever use mine since they are remakes, I hope that this PL map included with the Heavy update doesn’t further ruin custom map popularity.

CTF in TF2 is dead.

I remember when Fortress was all CTF.  That’s changed, and I feel like I’m the only one that’s sad about it.  I loved the fast action packed CTF of Q3F and ETF.  There are a lot of telltale signs to me that CTF is finally on its death bed.  Mach has been out nearly a year, and as the most prominent CTF map, it still fails to allow some people to enjoy the game.  I’m not even sure why some people don’t enjoy CTF, even though it is somewhat watered down in TF2.  The game mode just isn’t doing it for the majority of the TF2 fan base.

The CAL forums are loaded with people who absolutely despise Mach.  It’s hard to see through their childish and immature comments sometimes, but it just seems like CTF is dead to them.  They hate the game mode.  I wish I was more enlightened on that, but having come from a clan background and playing TF2 competitively, I see nothing wrong with CTF besides that it takes different tactics to succeed.  Perhaps people don’t understand those tactics.  On Mach, for example, the best way to win a 6v6 or 8v8 is to dominate the middle area.  If a team is bent on defending, they need to re-evaluate what they’re doing, as they’ve already lost.  So you need to play better than the other team to get the middle.  Why is that so terribly unfun?  What’s different about that then 5 point CP maps or anything else played in competition?  Not much, really.  I guess some people see it differently.

I would like to personally discourage anyone from making a map with the CTF game mode.  You are doomed to have an unplayed map, no matter how well you do it.  Those are the facts of TF2.  I would also stray away from 5 point CP maps, because those are extremely unpopular on public servers.  They are good for competition, which is very fun if you play it, but you’ll have to deal with the most obnoxious players in TF2 when attempting to get it played.  They almost always prefer stock maps anyway.  The best you could do is to create an A/D map or a Payload map.  I personally hate these spammy cluster maps, especially since I play scout, but it seems like everyone loves them (except comp. players).  That’s a mystery for another day.

News Site

I figured it’d be nice to have a place to voice my thoughts and post released maps in blog format once more, so here’s the ol’ blog.