Pharaoh

Pharaoh rc1

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Actually the map has been played constantly through the entire process, and there has never been an issue with " which team is that guy on" As i said in the description, the screen shots are pretty dark to how it is in game.

Sounds good - all I'd recommend is perhaps a light or a light_spot in a couple places indoors to give off an ambient color other than red and distinguish the areas of action. You know, like an excavation team put them up to illuminate the ruins while they dug or whatever. ;)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
That is a good point and will definitely be taken into consideration. =)
There may be 214 lights in this map already, but a few more to help distinguish never hurt. =P

@Evang7: I can't wait to hear your thoughts of the map after running through it. We haven't gotten a whole lot of feedback on here, partially cause it's never been on a TF2Maps Gameday, and secondly most likely cause people don't like to judge from screenshots.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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Anyone else have anything on it? It was playtested tonight and we will be addressing a couple more issues. Some of them are: brightening up certain rooms; lining textures up; expanding a few triggers; addressing some nodraw areas. there may be some other minor things but that's all I can think of off the top of my head. All opinions are appreciated and even though it's in it's final stages, we are willing to change anything for the better. =)
 

PHLuKZ

L1: Registered
Oct 11, 2009
11
2
doors doors doors, multiple players trying to exit at the same time they get stuck inside of spawn or get stuck inside the door entirely, particualry 2nd spawn for red. shortly outside of blue spawn and to the left high up there is a place red will usually build a sentry very hard to get to, map is a little too engie friendly as it stands as well as the last point being so open it leaves a few engies can really clean house. our servers are 32 man servers and it would be nice if we could get this on the rotation with a few balance fixes, awesome map so far though, I cant say how... well this is what Egypt should have been. :)
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
thanks for the response...

I gues i dont follow what you mean by doors. Other than 1 door from the 1st red spawn which had an incorrect trigger all work fine. The map has been played nightly since 1st beta and no door issues other than that 1 have been discovered. AS far as the ledge outside of blue spawn, blue can bypass that easily by using the water exit.

The last area is going to be a battle thats for sure. It did take a few games for people on the attacking team to get a good strategy, but usually the cart is capped more than half the time.

Thanks again for the response. Please keep up the info so we can tweak the map to what needs to be done. A new version is coming out tomorrow that fixes that 1 door and brightens up the entire map.


Thanks again!

Excal
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Version B13 released, also updated the screen shots to the current look. And just because we had extra, here are a few more........ They are darker here than in reality in the game. But i still think they look great!

Enjoy
Excal

alt1.png


alt2.png


alt3.png


alt4.png
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
yea I believe that this one looks a whole lot better in game now that those extra lights have been added.
 

n30n

L4: Comfortable Member
Jul 13, 2009
154
14
Looks very nice. I like fallen block in particular. Did you made them by hand or is there some clever way im not aware of? I like broken stuff but its such a bitch to do in hammer.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
845
Lol, if I remember him complaining correctly he copy and pasted each one and had to rotate it to fit in the pile accordingly. I do not believe that there is an easier way unfortunately. Lol
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
That is indeed looking pretty good! This is a good bit more visually interesting than most Egypt maps from what I can see in these screens. Might give this a run-around.
 

PHLuKZ

L1: Registered
Oct 11, 2009
11
2
I guess you didnt follow me the last time I posted but like I said I love the map except for two major gameplay issues that keep coming up over and over in our 32 man server and we've played it at least 20 times already. is the choke point right out of blue spawn at the start of the map. and last cap is a bit open how about some nice big tall thick egyptian idols along the track to dodge some bullets with? :D


plpharaohb130002.jpg
 
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Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Thanks for the info...


The first point areas has been reworked a bit to address the issues you brought up. In addition i am looking at the 2nd point area to see what i can do there as well. Thank you for the information, i will be online all day tommorow working on it if you have any other ideas.


Excal
 

PHLuKZ

L1: Registered
Oct 11, 2009
11
2
I think I did my edit to my post a little too late but.. "and last cap is a bit open how about some nice big tall thick egyptian idols inubas along the track to dodge some bullets with?"
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
If i had some idols sure lol

As far as it being open, my intent all along was to have a pretty large battle in that last point, a big fight inside a giant pyramid cool!


But, i will look at it after i do everything else and see what i can do

Things i am going to do so far are..

* Add a second route for blue at cap 1

* Adjust or move reds first spawn

* Redo the side passage from a to b to make it more blue friendly

IF you can think of anything else feel free to get ahold of me on steam



btw... other that the frustration of the issues you have brought up, how has the reception been for the map overall?



Excal
 
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FLOOR_MASTER

L3: Member
Mar 10, 2008
118
140
We tried 2 rounds of b13 in a small (10v10) setting. As others have stated, the 2nd point was extremely difficult due to RED's proximity to the point. This absolutely must be addressed.

The third point is also much too difficult. It's a combination of a chokepoint entrance into a very dark area whose visibility is too limiting for BLU. The secondary path into that area is a death trap for BLU. Neither team was able to progress past the 2nd point (and one team could only capture the 1st point).

Looking forward to seeing how this progresses. Feel free to add me to your Steam list to arrange further large-scale tests of future versions.