Difference between revisions of "Banana Bay"

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(map hazards and water)
m (forgot to double amount due to symmetry)
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   | map-deep-water = Yes
 
   | map-deep-water = Yes
 
   | map-hazards = [[Train]]s
 
   | map-hazards = [[Train]]s
   | map-health-pickups-small  = 3
+
   | map-health-pickups-small  = 6
   | map-health-pickups-medium = 4
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   | map-health-pickups-medium = 8
   | map-ammo-pickups-small    = 1
+
   | map-ammo-pickups-small    = 2
   | map-ammo-pickups-medium  = 2
+
   | map-ammo-pickups-medium  = 4
   | map-ammo-pickups-large    = 1
+
   | map-ammo-pickups-large    = 2
 
}}
 
}}
 
{{Quotation|'''Steam Workshop description'''|The antithesis of room-corridor-room syndrome.}}
 
{{Quotation|'''Steam Workshop description'''|The antithesis of room-corridor-room syndrome.}}

Revision as of 02:02, 18 October 2017

Banana Bay
Bananabay main.jpg
Basic Information
Developer(s): Unknown
Map Info
Environment: Jungle, tropical
Setting: Daylight, sunny
Hazards: Trains
Map Overview
Banana Bay overview.png
The antithesis of room-corridor-room syndrome.
Steam Workshop description

Banana Bay is a community-made rotationally symmetrical Payload Race map set in a tropical environment. The payload is rotated around the map until it reaches its destination, in which it doesn't result in a victory until it's run over by the train, akin to Cactus Canyon.

Banana Bay was made an official map during the Jungle Inferno Update.

Strategy

Main article: Community Banana Bay strategy

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Aug 20 @ 11:01am / rc4
  • Fixed a few clip issues
  • Fixed shadows poking through places they shouldn't have poked
  • Made train appoarching(sic) signals more noticable(sic)
  • Cut down train crossing ambient_generics from 4 to 3 active at once, let's hope I don't have to cut it to 2
  • Made rock arch paths less fragile looking
  • Cool beans
  • Increased murkiness of water
  • Added advertisement for a brand new ice cream flavor
  • Displacement touchups

Aug 14 @ 7:30am / rc3

  • Matched and shortened final rollback zones
  • Minorly overhauled soundscapes
  • Marked my territory

Aug 11 @ 12:20am

  • I probably forgot to pack something

Aug 11 @ 11:33am / rc2

  • Fixed a clipping issue over the battlements
  • Fixed train stuck spot
  • Reduced bloom
  • Overhauled soundscapes
  • Improved horizon details
  • Improved beach details
  • Touched up displacements
  • Updated train models
  • Changed train sounds
  • Implemented cart sparks when brushing against train

Jul 4 @ 4:44am

  • Added bananas
  • Added signals around track to indicate direction train is approaching
  • Made a few detail improvements

Jul 3 @ 7:17am

  • Illuminated area under bridge
  • Further detailed spawns
  • Fixed spawnrooms only partially being covered by spawnroom volume
  • Extended rollback zones for final cap to avoid constant warning sounds
  • Touched up out of bounds detailing
  • Added some clips around train path to prevent some cases of players getting stuck
  • Train now slows down after hitting the payload

Jun 30 @ 10:04am

  • Added pretty flowers
  • Detailed spawns
  • Replaced two boxcards with flatbeds
  • Made payload explode properly

Jun 24 @ 7:55pm

  • Optimized somewhat
  • Clipped some edges to prevent getting caught running backwards or shoved into walls by the payload
  • Fixed Red team winning on Blu cap (hopefully)
  • Added way to jump back up to right spawn exit
  • Widened area around cap to prevent getting stuck and allow moving around the cart
  • Added dock
  • Added push triggers to palm tops

Jun 21 @ 8:37pm

  • Packed missing underwater texture
  • Adjusted texturing of the arch
  • Patched a few seams
  • Brightened the battlements

Jun 21 @ 1:41am