Threshold

Gundam

L1: Registered
Jun 22, 2009
34
18
Hi everybody.

This is my first map. It's a work in progress, but I thought now would be a good time to share where it's up to.

Threshold is a small symmetric map, with various game modes in mind. Namely ctf, koth and plr. There is a large central chamber where the control point will be for koth. Capture the flag is pretty straightforward - the intel will be in the back room beneath spawn. For plr, I was going to experiment with something slightly different. Instead of having overlapping tracks, each team would race starting from inside their base to finish in the middle of the map.

Only koth is implemented at this time. Thanks to ABS for the game-type library allowing me to do this.

I still have a long way to go - there's no detail or proper textures yet. I'm starting to feel pretty happy about the general layout though.

Everyone is welcome to comment, and I really will appreciate any feedback.

Download links

koth_threshold_a01

plr_threshold_a01
 
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Darth Gman

L1: Registered
Aug 25, 2009
22
4
I like it! I love the Eqypt styled theme (which doesn't look AS yellow as cp_egypt). It fits the KotH gamemode perfectly. The map is not too big, nor too small.

Have fun finishing it! ;)
 

Gundam

L1: Registered
Jun 22, 2009
34
18
Thanks Darth Gman. You're right about the Egypt theme being very monochrome. I'm hoping to add some custom textures to liven it up a bit. Maybe something like this in blue or red: [ame="http://www.flickr.com/photos/kurtrik/13210371/"]green egyptian tiles on Flickr - Photo Sharing![/ame]

Edit: video is no linger available? But I linked to an image! I think it's bugged.
 
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Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
Ugh, Egypt. I, unlike GMan, do not like the Egypt theme. I don't really like the middle, specifically the grating over the pits. I think it would be more exciting having those pits be open. The rest of it is a bit of a mystery to me I'll admit. It looks a lot like the middle is just a room with three entrances from each side - which is not very enticing. A lot of the better maps have more open middle areas. Viaduct and Nucleus, for example, are some of my favorite maps and they both have wide open control points.

It would be interesting to see how this single layout would accommodate arena/koth as well as plr. Do you have a plr version in the works already?
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
I do like the Egyptian theme but somehow find it cheating compared to Alpine or desert themes, because of the detail difference.

However, this map does look great and should play really quite nicely, size looks great and from the screenshots it looks as if there will be plentiful places for sentries, snipers etc.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
At the risk of sounding like an arse. This is nothing that hasn't been done before, and better.

This is a totally predictable layout, especially the central cap area and surrounding 'cover'. This also just looks like a CS aim map, though i can appreciate it's a work in progress.

Try being more imaginative with what's available.

Your scale does like fine though, which is a toughy sometimes, and the lighting is appropriate and complimentary to the theme.
 

Gundam

L1: Registered
Jun 22, 2009
34
18
Thanks for the comments. I'm noticing that Egypt gets alot of hate on these forums. I wonder why, because I particularly like the official Egypt map. Is it because it has less content than the other themes? Or is it just too cheesy?

Zwiffle, I'll consider opening up those pits in the middle. Originally I wanted an entire lower area, but it didn't quite work out as I imagined. I may make those gaps lead down into it, or to a death trap. Also, the grates aren't meant to be square, but circles are difficult to model :rolleyes:. The plr isn't done yet, but I intend to relpace the middle with a raised structure which will serve as the final point.

Om Nom Nick, thanks for the comment. I'm trying to make a layout that accommodates all classes, paying special attention to snipers and sentries. Hopefully it works out when it's ready to be playtested. Also, I'm alloweing myself some shortcuts on my first map ;).

Grazr, thanks for putting that out there :blushing:. Thanks for your comment. I'm a bit worried about the lighting because right now I just have lights floating in space. I'm loathe to put torches everywhere as they take up space in the map. I guess in the end I'll just put small ceiling lamps up and hope no-one notices that they don't match the theme. Can you elaborate on the 'predictable cover' part? Is it because there is cover surrounding the point, or the fact that it consists of a square of blocks? When I made it I had Nucleus in mind, where a capper can use the point to hide from incoming fire.