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Dogmeat
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Map Name: Denile
 

Map Version:
 

Released: 09-13-2009
 

Last Update: 09-26-2009
 
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Default Denile

Denile isn't just a river in Egypt, it's a TF2 map!!

Hello, My map is an experiment in vertical positioning. I started with the Egypt theme because i thought it would be easier with less detailing, but then i decided to make a sloped wall structure(dur).
The map is strongly based after the Edfu Pylon([ame]http://en.wikipedia.org/wiki/Edfu[/ame]) The Red and blue blocky things in the middle are going to be statues of a sitting Pharaoh and a sphinx, they are just place holders as i am in the middle of texturing them at the time.

Im having some textures display as black, not sure why, any advice would be top-shelf.

Any feedback is greatly appreciated.
thanks in advance
Dogmeat
Changelog
-Fixed the water
-Built proper cube-maps

B2
-Sight line changes and overall tightening of areas so snipers won't dominate.
-Rooftop done
-Side scaffolding added for second access to roof

B3
-Added structure below point for flanking

Old 09-14-2009, 06:42 AM   #1
TomHoen
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This looks more like early beta 2 version than alpha 1, but it looks really nice. You have eye for details and architecture.

For water problem, have you pointed your cubemap to the water? Maybe bad texture on water?
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Old 09-14-2009, 07:59 AM   #2
The Gentlemanne
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Map looks really good,You should submit it to a gameday and have it tested out(only after fixing water that is)

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MAN!! as if, two egypt maps right before i post mine. shatty
Shatty?
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Old 09-15-2009, 11:36 PM   #3
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fixed the water, didn't realize just putting at env_cubemap was half of it, it only uses a default cubemap until you buildcubemaps in the console, and restart the map, its got some weird clipping issues, but its totally playable because if you fall off theres a kill brush anyways, actually in future versions i should probably let people know that in the map with signs or something. Hope to see this get tested.
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Old 09-29-2009, 09:53 PM   #4
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So I totally love the map. It's really good as far as my testing has gone. I need to play it some more to get some real testing in. Also, once you upload it for a gameday then we can see how it plays with a bunch of people. That downwards ramp that we talked about earlier would make the game flow a lot better as well. Overall really nice job. Just one quick note about some lag. You know the rig that I use , but there was a lot of lag at the initial loading of the level. When I was selecting my character it was really slow. Not too sure what it was, but worth looking into. Really nice design and gameplay management so far. Of course, as with everything, test, test, test. Cheers!
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Old 09-29-2009, 10:21 PM   #5
absurdistof
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looking very smexy indeed.
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Old 09-30-2009, 10:07 AM   #6
Aly
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Looks awesome. I'm so testing tomorow. Let you know how it goes.
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Old 10-10-2009, 11:23 AM   #7
Dogmeat
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Default Update B3

Pretty major updates if you haven't seen it since B1, Roof is not open anymore, added scaffolding on the sides for more ways to get up an down, and there's now an area below the point for flanking and a good spot for teleporters. Hope to submit for next gameday but they have all been so packed lately, couldn't even get in, suppose that's a good thing, lots of maps to play!
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Old 10-10-2009, 11:25 AM   #8
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The map looks really nice. You thought about making an arena version?
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Old 10-10-2009, 11:31 PM   #9
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thanks, not so much arena but i had plans for CTF, i was going to connect the chasm in the spawn room with a bridge and move the spawn room, although i suppose making the switch to Arena wouldn't involve much, iv just seen how little playtime arena maps get.
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