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Persia 



Map Version: Beta 
Type: KotH
Released: 09-06-2009 
Last Update: 09-05-2009 
Uriak
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Default Persia

Koth_persia_B4 out. I hope it will be the last beta release. The new look of the central area is definitively more persian, I hope this and the reworked lighting will make koth_persia a very unique map.

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In the sandy outskirts of a persian city, BLU noticed the unusual activity of the mysterious Rural Engineering of the Desert (RED) Corp. And it seems a new advanced atmospheric device will soon be used to change the local climate into a more rainy one. As the powerful tool is almost reaching operational state, the two groups will mercilessly clash to claim their prize.
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That's the story so far. The alpha 4 is now released, mostly featuring some detailing of the start areas of both teams and rougher texturing/details in the central area. Some key elements are still temporary (central ground, central buildings) until more play test are done, but custom textures and props habe been introduced for this exotic setting.

The map is quite small and simple is design, because I want some merciless and brutal fight for dominion, while giving space for all classes to have fun. Koth mode is almost all about the central area, so there are mainy ways to reach it, but staying on the control point should be more difficult.


Changelog

B4

*closed spawns
*fixed clipping with ramps
*further detailing
*reworked neutral buildings
*changed health and ammo packs
*fixed building glitches

B3

*further optimization
*clipped missing roofs and some holes
*fixed water ramp
*tweaked lighting
*reworked laser effect
*added custom content

B1a

*optimized central area
*fixed some ramps
*fixes shadows, fog, sound
*fixed visualizers
*light filesize reduction

B1

* modifyed upper access
* added hdr and fog
* added laser effects in skybox and color correction


A6

*detailed remaining areas
*clipped many problematic passages
*added 3d skybox
*added effects for point holding and victory


A5

*detailed central area, added displacements and control point detailing
*added water pond behind the CP
*added catwalks linking most upper areas in the central section
*removed some ammo packs

A4a

*detailed the two spawn areas
*first pass of texturing and detail in the central area
*removed/toned down some ammo/health packs
*slightly modified cover on the catwalks
*added secondary spawn door for each team

A3a
* expanded the area behind the point, removed all nearby healthpacks
* flipped the two stairs to make their access be from the front.
* added some cover on the sides (complete with some little ammo/health packs)
* added a yummy yet so exposed full_health pack in the central zone

A2b :

*first public release
*replaced large healthkit above the CP with a medium one



Old 09-06-2009, 02:09 PM   #1
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Looks really fun, I'll try it out promptly. The only thing that looks a bit weird is the raised sandy area near the point. Try to make that rock or something that would actually look more probable to stand straight up.

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Old 09-07-2009, 12:36 AM   #2
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Thank you, actually, this cliff like structure is just a prop awaiting some lovable displacement work. Just a way to playtest a not so flat area.

I've begun detailing of the area just outside the spawns, that doesn't need to much gameplay refining. As for the main area, I'm just considering lowering a bit the ground behind the capture point, to give this strategic place some disadvantage.
 
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Old 09-07-2009, 07:30 AM   #3
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Casablanca on hold? I never got a chance to try it out, it looked awesome. Perhaps resolve any issues with it at TF2M gamedays?

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Old 09-07-2009, 12:30 PM   #4
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I'm not very sure, its mostly an issue with my main community and the hard work to cope with a design done when I was still a noob.

Some fresh pics from the blu spawn. As said, I'm quite confident about the starting zones, but I probably won't detail the central zone before further tweaking


 
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Old 09-08-2009, 04:31 PM   #5
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Updated to Alpha 3 (a)

The main goal of this update is to test a variety of solutions to give the central area a bigger role.

* expanded the area behind the point, removed all nearby healthpacks



* flipped the two stairs to make their access be from the front.
* added some cover on the sides (complete with some little ammo/health packs)
* added a yummy yet so exposed full_health pack in the central zone

 
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Old 09-09-2009, 05:20 PM   #6
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I'm quite happy with how the gameflow was altered by the latest modifications. I can almost fully focus on detailing now and, I hope to have some screens to show in the next days. Overall, the map will looks brighter, because of the colors used for the walls (white and cream concrete mostly)

 
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Old 09-10-2009, 04:49 PM   #7
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okay, I'm nearly done with the blu courtyard area, but still no done a thing into the spawn itself I'm getting help from someone of my communauty to get hands on a few custom props, and there were a couple issue to tackle

Okay, time for some screeniness




 
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Old 09-10-2009, 05:08 PM   #8
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You can never go wrong with more minarets.
 
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Old 09-11-2009, 06:49 AM   #9
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Quote:
Originally Posted by Uriak View Post
I'm getting help from someone of my communauty to get hands on a few custom props, and there were a couple issue to tackle
Who is this guy ?! The work on the window seems to be very impressive !!
 
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