Sunrise Canyon final
Download: (23MB)
http://www.mapraider.com/maps/?fileid=5897
http://dl.dropbox.com/u/71522349/WAR...nyon_FINAL.zip
http://www.gamefront.com/files/files...nyon_FINAL.zip
Readme:
Hello!
Sunrise Canyon is a UT3 warfare map made with many aspects that should hopefully yield good and balanced matches.
I almost put in a couple StealthBenders but instead hid some deployables throughout the map. Spiders are up by the radar dishes, not eay to get unless you have boots and know how to jump-pad launch with boots and use some air control!
Love, tarnationsauce2
================================================== ===============
- Changelog :
Final:
Added jump pads to attack enemy base from top (on the rocks).
Added 1 more manta to each prime node.
Removed manta from crystal cave.
Removed back wall of prime rear entry.
Added vehicle blockers to help prevent vehicles to get on dock in primes.
Tweaks to bot path network.
RC2a:
Fixed bot paths to cores.
Added preview screenshot.
RC2:
Added Manta at Tank node.
Cicada moved to center node.
Removed jump pad from center node to Udamage and Berserk.
Added warfare team portal at tank node low area.
Added tank blocker so tank cannot get up on dock by primes.
Fixed misc missing meshes.
Fixed a lot of Spider Mine and Shaped Charge "dud" spots.
Moved AVRIL at bases.
Lowered max flying height for flying vehicles, and is softer instead rigid blocking.
Shock Turrets replaced with Laser Turrets (and increased move accel rate).
Added more dynamic team textures to Tank node.
Removed glass from windows on Prime nodes.
Tweaked jump pads in Center node to roof.
Added teleporter from base to crystal cave.
Added teleporter down from platform above base main spawn area.
Added one more entry (window) to Prime.
Changed Cicadas to Raptors.
Fixed some player starts facing wrong direction
Fixed bug behind prime nodes with redeemer not damaging nodes.
Fixed missing collision to structure in bases (next to Eradicators).
Lots of tweaks to item placement.
Much smaller fliesize (reduced to 44.9MB form 60MB!)
Optimizing - using simpler meshes where appropriate & sharing assets.
Many performance optimizations, lightmapping and culling.
Many geometry and collision optimizing.
Many texture optimizations, shadowing & got rid of a lot of one-time use textures.
Added some foliage.
Added large rocks to aid orb runners from base roof, and to provide cover for the open field.
================================================== ===============
- Thank You:
1XTreme
3D Buzz
AngelMapper
Azimuth0001
Barr
BeyondUnreal
BubbleDamage
cr4zyb4st4rd
darkelf
Darkn3ss is QnL
DarkSonny07
Dickbird
Epic Games
Epic Games Community
FK_Nero (Snake12)
evilmrfrank
Flak
Holesing
Hournces
Littlerme
Mr Evil
PenPen86
p00p_chuter
SkaarjMaster
Solarsys
Stevie’s Corner
The Last Team
TheVoid34
UDN
UnrealPlayground
V3rm0uth.eXe
Waylon-art
Wikkid****
Willhaven
Wormbo
Extra special thanks to Wikkid****, Barr, and Dickbird!









Download: (23MB)
http://www.mapraider.com/maps/?fileid=5897
http://dl.dropbox.com/u/71522349/WAR...nyon_FINAL.zip
http://www.gamefront.com/files/files...nyon_FINAL.zip
Readme:
Hello!
Sunrise Canyon is a UT3 warfare map made with many aspects that should hopefully yield good and balanced matches.
I almost put in a couple StealthBenders but instead hid some deployables throughout the map. Spiders are up by the radar dishes, not eay to get unless you have boots and know how to jump-pad launch with boots and use some air control!

Love, tarnationsauce2
================================================== ===============
- Changelog :
Final:
Added jump pads to attack enemy base from top (on the rocks).
Added 1 more manta to each prime node.
Removed manta from crystal cave.
Removed back wall of prime rear entry.
Added vehicle blockers to help prevent vehicles to get on dock in primes.
Tweaks to bot path network.
RC2a:
Fixed bot paths to cores.
Added preview screenshot.
RC2:
Added Manta at Tank node.
Cicada moved to center node.
Removed jump pad from center node to Udamage and Berserk.
Added warfare team portal at tank node low area.
Added tank blocker so tank cannot get up on dock by primes.
Fixed misc missing meshes.
Fixed a lot of Spider Mine and Shaped Charge "dud" spots.
Moved AVRIL at bases.
Lowered max flying height for flying vehicles, and is softer instead rigid blocking.
Shock Turrets replaced with Laser Turrets (and increased move accel rate).
Added more dynamic team textures to Tank node.
Removed glass from windows on Prime nodes.
Tweaked jump pads in Center node to roof.
Added teleporter from base to crystal cave.
Added teleporter down from platform above base main spawn area.
Added one more entry (window) to Prime.
Changed Cicadas to Raptors.
Fixed some player starts facing wrong direction
Fixed bug behind prime nodes with redeemer not damaging nodes.
Fixed missing collision to structure in bases (next to Eradicators).
Lots of tweaks to item placement.
Much smaller fliesize (reduced to 44.9MB form 60MB!)
Optimizing - using simpler meshes where appropriate & sharing assets.
Many performance optimizations, lightmapping and culling.
Many geometry and collision optimizing.
Many texture optimizations, shadowing & got rid of a lot of one-time use textures.
Added some foliage.
Added large rocks to aid orb runners from base roof, and to provide cover for the open field.
================================================== ===============
- Thank You:
1XTreme
3D Buzz
AngelMapper
Azimuth0001
Barr
BeyondUnreal
BubbleDamage
cr4zyb4st4rd
darkelf
Darkn3ss is QnL
DarkSonny07
Dickbird
Epic Games
Epic Games Community
FK_Nero (Snake12)
evilmrfrank
Flak
Holesing
Hournces
Littlerme
Mr Evil
PenPen86
p00p_chuter
SkaarjMaster
Solarsys
Stevie’s Corner
The Last Team
TheVoid34
UDN
UnrealPlayground
V3rm0uth.eXe
Waylon-art
Wikkid****
Willhaven
Wormbo
Extra special thanks to Wikkid****, Barr, and Dickbird!









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