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JoshuaC
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Map Name: Tomb
 

Map Version:
 

Released: 08-21-2009
 

Last Update: 11-05-2009
 
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Default Tomb

Beta 3 Released!

Download Mirror
http://www.fpsbanana.com/maps/116192

An KotH map set in an Egyptian tomb, if you may have guessed.

--- Installation ---

Drop the maps and materials folders into your "team fortress 2\tf\" folder.

--- Changes from Alpha 8 ---

Tweaked light brightness in some areas.
Added some server friendly torch particles.
Minor detail tweaks

--- Known Bugs ---

None that I know of.

--- Contact info ---

If you have any input on the map you can post them in the release thread or you can email me at,
JoshuaMK2@gmail.com and I'd be more than happy to answer any questions you have.


--- Special Thanks ---

http://www.couchathletics.com
http://www.2fort2furious.com
http://www.tf2maps.net
http://www.mapcore.net
http://www.interlopers.net
http://www.nerfnow.com
Those who've given me suggestions on how to improve the map.
Changelog
**11-05-09**

Beta 3 released.

**10-11-09**

Released Alpha 8

**09-15-09**

Released Alpha 7

Alpha 7 is a particle stripped version of the unreleased Tomb Beta 3.

**09-10-09**

Released Screens of Beta 3.

Beta 3 is a complete rebuild of the map from the ground up.

**08-26-09**

Beta 2 Released!

**08-25-09**

Beta 1 Released!

**08-23-09**

Added screens from the upcoming beta version. Added area portals and optimized model draw distance.

**08-21-09**

Added updated layout screen.

**08-21-09**

Completed spawn areas, side passages, posted current layout.

**08-20-09**

Posted first screenshot.

Old 08-21-2009, 01:25 AM   #1
LordNor
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looks very nice, u captured the egypt effect effectively so far
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Old 08-21-2009, 02:49 AM   #2
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Looks very snipey accross the middle.
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Old 08-21-2009, 02:52 AM   #3
TMP
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I think it looks nice and should play nicely.

Also, having distance for sniping ain't a bad thing. In this case you need to note that the big exits and entrances are not on the sides you are probably talking about, you'd get people flanking poor ol sniper.
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Old 08-21-2009, 04:26 AM   #4
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Looks like you've managed to keep the same level of style that Egypt brought, keep it up!

And the large space for snipers to see across isn't bad. You need positions for snipers to actually be useful but the flanking abilities make it easy to stop them so it balances out.
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http://forums.tf2maps.net/showthread.php?t=12706
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Old 08-21-2009, 05:55 PM   #5
JoshuaC
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Completed the spawn areas and added a couple of side passages. I also posted up the current layout for you guys to pick at.
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Old 08-21-2009, 08:11 PM   #6
absurdistof
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Looks great keep it up! Maybe add a bit more flanking routes and complexity?
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Old 08-21-2009, 11:45 PM   #7
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i wonder if there are enough places to support king of the hill.

i mean it looks awesome (and would probably make a sweet arena map) but i wonder what you do when your team doesnt have the hill other than run right through those doors to the hill.

this is just guessing though, the only way to really know is a playtest. But I guess when I think of viaduct/sawmill and even nucleus there are a lot more "non-hill" places to go.

I do think this looks awesome though. I'm digging the low light / high light contrast with the egypt theme.
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Old 08-22-2009, 12:30 AM   #8
JoshuaC
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I'm currently adding another set of passage ways and some cover for the point.
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Old 08-22-2009, 12:59 AM   #9
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looks amazing so far
Personally, i hope once this project is done, you use tomb as a basis for a full CP map, that would be amazing and (by your standards) could rival egypt =]

Will keep watching this project
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