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Antiquity 



Map Version: Release Candidate 
Type: CP
Released: 09-25-2010 
Last Update: 07-25-2011 
EArkham
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Since one of the problems plaguing my artpass contest entry was the issue of shoehorning the Khmer theme onto a layout that didn't really suit it, I decided to begin work on a 5-pt Control map specifically for the Khmer theme. This won't be fully Cambodian (that'd be boring), so it'll be a blend of spytech and Khmer-esque ruins.

Since there's no deadline on this, I'll be able to fix all my custom models and create some much needed new ones.

[UPDATE 1-22-2011] Fully detailed and moved to Beta 1.

[UPDATE 7-26-2011] Latest version RC1 is available.

All custom content will be released once the models are tweaked and finalized and after the map reaches the "release candidate" stage. It'll include all the stuff I made like columns, doorframes, spires, and trees.

Kep

-----

Credits:
Boojam Snark's Ultimate Mapping Resource Pack
Acumen - Drills
Void's drill signs and RED corporate signs

If during a playtest you spot custom content from someone I didn't credit (and I didn't make it), please let me know!

Full Changelog Here


Changelog

RC1:

* Cap times corrected (CP3 = 24, CP2 = 12, CP1 = 4)
* Crates at mid changed to ramp (no more jumping to reach)
* Added walkway to top of mid point (all class access)
* Fixed clipping at various exploitable spots
* Added "Capture Zone" overlays



Old 09-25-2010, 12:37 PM   #1
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Sweet, I've always loved this theme!
 
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Old 09-25-2010, 01:06 PM   #2
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http://www.youtube.com/watch?v=P3ALwKeSEYs

Now finish this!

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Old 09-25-2010, 01:24 PM   #3
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welp, now that you decided to get full scale into this, i except some more model goodness ! MUCH more
I'll contintue getting on your nerves in this thread - that's for sure

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Old 09-25-2010, 02:27 PM   #4
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... I was wondering if there was a theme like this out there...

I shall be checking back...
 
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Old 09-26-2010, 03:46 AM   #5
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I wanna play this next gameplay, for sure! I love the theme. You should definitly finish this. (y)
 
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Old 09-26-2010, 10:21 AM   #6
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Struggling a bit with the layout for points 2 & 4. Original idea was a khmer village, but it didn't mesh well with the stonework (though with a couple of custom props, the huts will make a nice out-of-bounds detail).

Still hoping to have something for download tonight, but it may be tomorrow.

Of my existing props, I'm only happy with the faces, the columns, and two of the tree root things. All of the trees have to be re-textured; I rushed them all and they have some pretty lousy seams.

And since I'm making my own deadline, I should be able to finish my tuktuk model (reference). Not sure where it'll go since I'm probably going to skip the village, but it may be cool as an out of bounds thing. It'll stay low priority though.

Kep
 
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Old 09-29-2010, 09:41 PM   #7
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Okaydokey then. Playtest version A1 ready for download. Two days later than I'd planned, so I guess I map slowly. :/

Cubemaps are built, but there's only one env_cubemap (done simply to stop the purple checks on reflections). Heavy takes 15 seconds to get from any one point to the next; 30 seconds from spawn to center (comparable to Fastlane or Badlands). The map size is large for an A1 due to having a couple of small areas that use a ton of custom textures.

The center and middle points will be khmer ruins, while the end points will be unabashedly spytech. Also thinking that one of Acumen's drills will look spiffy over the last point, so that'll probably be one of the first things I do during detailing.

Feedback for A1:

I'm only interested in feedback about game flow, playability, and balance for this release. I don't care at all about texture or lighting problems, so don't worry about reporting those issues (there are a couple of areas fully detailed, but that was because I pulled them directly from my artpass map). Basically:

* Are any of the capture points too easy or too difficult to attack/defend? Is there too much or not enough cover around capture points?

* Do all the classes feel useful on the map?

* Are there any devastating sniper lines or sentry spots?

* Too much or too little health and ammo?

* Is it easy and intuitive to navigate the map?

Thanks for any thoughts.

Kep
 
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Old 10-01-2010, 07:29 PM   #8
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At last, attackers shouldn't have access to the upper level near the defender exits.

Overall, the map seems very confusing at first and has many paths, which leads to walking backwards for the first few times. Also, the room with the broken floor was very annoying to fight in, especially if you fell into the holes. With some improvement, this could be an awesome map.

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Old 10-01-2010, 08:38 PM   #9
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Quote:
Originally Posted by Seba-079 View Post
At last, attackers shouldn't have access to the upper level near the defender exits.
Okay, I think I can do something different with that entrance. First impulse is to seal that path and add a ramp inside the final area, but that might make an ugly sentry area. Plus make it less intuitive for exiting spawn.

[Edit] Oh! Maybe I can make that a one way door instead (out only). Or a door that seals itself if that cap outside gets captured.

Quote:
Overall, the map seems very confusing at first and has many paths, which leads to walking backwards for the first few times.
I tried to keep with the "three paths: one major, two minor" theory. Where were the spots you ended up walking backwards?

Think I heard Icarus say that all signs should point to the central CP, not any other CPs. Did the signs add to the confusion?

Quote:
Also, the room with the broken floor was very annoying to fight in, especially if you fell into the holes. With some improvement, this could be an awesome map.
Yeah, that's basically a fancy ramp. Needs much better clipping than it has. I got snagged on it a couple of times, too. Think it'll be easier to navigate when it's fully clipped. I noticed some other spots around doors and pillars that could use clipping, too.

Thanks! Seems like folks liked it well enough during the playtest.

Kep
 
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Tags
asian, control point, earkham, khmer, ruins

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