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Scarab
Hey all,
Thought I'd take a little rest from the CTF comp to whip up a small egyptian KotH map. It's probably a little different from most and is quite tight knit in its layout. The idea is that both teams will either make a dash for the central cap or head higher to get an advantage over the opposing team's spawn exits.
Any feedback is much appreciated. Hope you enjoy!
Also.. the screenshots here are a little dated now so don't believe everything u see ¬_¬
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 Changelog |
A3:
-Changed skybox/light_env
-Completely rebuilt bottom path and it now leads up slope to CP
-Changed room by spawn, adding extra entrance onto central bridge
-Messed about with lighting.. Interior pillars are still poorly lit though.
-Added extra health and ammo packs.
-Detailing on brickwork, trims, etc |
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02-07-2010, 05:06 PM
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#1
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L4: Senior Member
Zwiffle is offline
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It's definitely a unique layout, it'll be interesting to see how it plays out. I'm worried it would be too easy to get into a dominant position the way the spawn exits are handled, but obviously I don't know how it plays so even if that's the case I don't think I could offer any possible solutions. Could just end up being that if that situation happens they'll just need to uber in spawn to break out. Definitely want to try it out though.
EDIT: Also the Egypt theme sucks. Personal pref 
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02-07-2010, 05:12 PM
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#2
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L1: Registered
cardo is offline
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Haha I just wanted a clean theme to work with, and egypt is as close to lego heaven as you can get. As far as the gameplay aspect goes I'm just as worried about the spawncamping part. I'm hoping that having these side rooms with the ability to rain down fire on the enemy will help decentralize the fighting a bit and make more use of the entire level as opposed to hectic battles around the cap point only.
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02-07-2010, 08:47 PM
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#3
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Bya is offline
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You just gave me a great idea for a map.
I reserve the name CtF_Kahndaq
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02-07-2010, 08:49 PM
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#4
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( ´_ゝ`)フーン
Nerdboy is offline
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If you're using the Egypt theme with symmetrical sides, you really need to either use lighting or other textures to improve the overall look.
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02-07-2010, 10:13 PM
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#5
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cardo is offline
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Quote:
Originally Posted by Nerdboy
If you're using the Egypt theme with symmetrical sides, you really need to either use lighting or other textures to improve the overall look.
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Agreed, bear in mind this is only A1 though. I realise the lighting, both interior and exterior needs variety but I was just trying to uniform the appearance and get rid of any visual glitches for this release.
This is only a week's work so far but I don't really know how far I'll take this map.. just wanted to keep the creative juices flowing!
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02-08-2010, 02:38 AM
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#6
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Veteran Member
Uriak is offline
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It's quite detailed for an A1, but the layout looks quite original. Definitively something I'd like to test.
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02-08-2010, 05:46 PM
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#7
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Why? is offline
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not sure why people dont like the egypt theme, i personally love it, i havent been on here much lately, or played tf2 since the demo/soldier update, but i think i might try this map out. good work so far, hope it plays well
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02-14-2010, 04:29 PM
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#8
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cardo is offline
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Alpha 3 now out! Come get yer maps here
Changed loads of stuff since A1 so please give it a go
Thx!
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02-14-2010, 05:12 PM
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#9
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L4: Senior Member
Zwiffle is offline
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I like the new middle a lot, it's direct and to the point without losing what makes it dynamic I think.
Only concern is how easy it might be to contain the enemy - you can camp both spawns from the same small area without having to hustle back and forth. I'm afraid a demoman with that new sticky launcher could easily contain both exit doors.
Only in theory, I would suggest either blocking it off so you can't camp both exits from the same spot, or making the path to the second spawn area a little longer, or making it so it's easier to get to the top floor without having to go to the middle. The only reason being that if you're not soldier,scout or demo you can't get to the top floor without having to go through the middle to do it - it would be nice to have an alternate way up so that the top floor also provides a way to assault the middle.
Also not sure how to handle medkits/ammo because the map is so small and it should be easy to backtrack to the spawn to get more.
Small detail problem - it looks like you can get to the sandy areas on the sides in the middle, but you can't. Not sure what you can do for that without blocking off the area a little more which would ruin the cool sand terrain up there.
Other than that the map looks solid.
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