Pharaoh

Pharaoh rc1

JoshuaC

L420: High Member
Sep 2, 2008
444
164
The light values Egypt uses for it's inside torches are really inadequate for anything other than a small room. I can give you the values I used for koth_tomb to help brighten up the inside areas if you want.

Probably one of my biggest issues while playing it was the spawn rooms being a bit too big and a bit confusing.
 

Excalibuur

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

The new version should be out today it includes some rebuilding of the cap 1 area. Also the exit for reds spawn at cap 2 has been moved, in addition the lighting has also been addressed map wide. Hopefully this addresses the issues you found. As far as cap 3 it really has not been a huge issues in all of our game tests, tactics are key there. That being said if a change ends up being needed that is not a problem.


Excal
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Took a few days longer than i thought but here it is. B14a has changes that people have requested. Addressed the red spawn exit and the blue pathing to cap a. Blue now has an alternate route. Also addressed the lighting map wide.


Enjoy all and please feel free to let me know what you think of the changes!


Excal
 

DontWannaName

L3: Member
Jan 12, 2009
112
24
I have added it to my servers rotation. The balance is better and my regulars liked it a lot. Blue got the first point 1 out of 3 times. The 2nd point is another issue as it choked up there too.

People said that projectiles could get through the red spawn doors but I cant confirm that.

At Blues 2nd spawn you go underwater but I dont understand why there is that extra area thats a dead end.

Getting out of red spawn the logs are easy to get caught on because of there angle to the ground.

In reds spawn, the door for C shouldnt open until Blue has at least the first cap so people dont get lost.

The arch in the water now seems kinda awkward, perhaps roughen it up a bit or add interaction to it.

Feel free to join my server to see how the map goes.
 
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Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Thanks for the reply. As far as the second point goes, on the server we play it on regular it is a touch cap yes, but nowhere near impossible. It takes people a few plays to come up with some good ideas for capturing it. If we have balanced teams it usually gets capped. The big problem was always the first point, and with the rebuild i think that first cap is alot more balanced now.



People said that projectiles could get through the red spawn doors but I cant confirm that.

I can look into this issue, this is the first i have seen or heard of it.

At Blues 2nd spawn you go underwater but I dont understand why there is that extra area thats a dead end.


I know the area you are talking about. That was intended as an "exit" for the water, basically for looks. It has not been put in yet.

Getting out of red spawn the logs are easy to get caught on because of there angle to the ground.


This will be addressed . Currently there are no clips in place there.


In reds spawn, the door for C shouldnt open until Blue has at least the first cap so people dont get lost.

This is an idea i will throw around. The intent was to leave it ope n so red can get to the forward areas to build ahead. But that said i am not against your idea.

The arch in the water now seems kinda awkward, perhaps roughen it up a bit or add interaction to it.

I will look at it and see what i can come up with.



Thanks again for the info and i will track down your server to play sometime.

Excal
__________________
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Released version B15a...........



Changes for B15a
* Rebuild 3 of the spawn rooms, decreasing the size and complexity
* Added more player clip to areas people were getting stuck on
* decreased the spawn times a tick for both teams
* MAJOR changes to the entrance to the pyramid, for balance
* MAJOR change to the "backdoor" for point b, it is now blue friendly
* added a few more "sentry" dedicated spots
* the platform by point b has been adjusted closer to the point
* Eliminated a few exploits that were being used
* added a few more lights to certain areas
* shrunk overall map size a bit
* added a few more area portals


Excal
 

PHLuKZ

L1: Registered
Oct 11, 2009
11
2
love it, on rotation on slaugherhouse :D

um only issue with this current build is red's FIRST spawn after blue caps the second checkout two doors stay close and people get stuck insidethere, as well as you can build inside that area, potentional for griefing :) I DO MISS (personal thing) I miss the upper spawn exit in the first spawn :( but I can live without great work! I love the changes you put in overall since I last posted here :D
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Thank you for the input. I realized the engy build issue the second i played it lol, that has already been fixed for the next version. As far as the doors and people getting trapped, i knew that was going to happen, i left it in on purpose to see peoples reactions, i "WAS" thinking of leaving it, but in the end feedback dictates that i will change it.

I am curious, what do your players think about the 3rd cap inside the "cave" Do they feel it is too hard for blue or not?

Thanks again

Excal
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Changes for B16a
* fixed the issue where engineers could build in areas of the spawns
* Added a few more area portals
* Tweaked an entrance to the 3rd point
* added a few more player clips to some exploit areas
* put the remaining sniper windows back in around point b
* Fixed the issue where red players would get stuck in a hall after bap b is made
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Just wanted to thank everyone that showed up for the game day test. The feedback i heard was mostly positive and i appreciated all the opinions. The one thing i did hear was that some areas were a bit to dark. So if anyone that helped test would like to give me a heads up on the areas they were talking about i will go ahead and address the lighting. Thanks again to all the testers.


Excal
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Played it this Saturday Gameday, and it's a very very strong map, I can tell it's seen some polish! The egypt style is executed very well here, indeed. There were a few things that jumped out at me as I was playing so I went through just now and took a few screenshots.

pl_pharaoh_3.jpg

This is probably the biggest critique I have (and ties into the previous suggestions of improving the lighting). Basically, mostly everywhere you have these red overlays, they're in no way eye-catching. Signs should grab your attention, not something you search for. I think the reddish/orange tones in your lighting drowns these out. This screenshot shows it best, I think (can you find all three Red A signs?), and it's prevalent almost all over the map where the red signs are.

pl_pharaoh_2.jpg

Just a small nitpick, but to me, this seems like torchiere overkill. It's pretty distracting and looks a bit cluttered, though this may be just my opinion.

pl_pharaoh_4.jpg

This is a lighting issue as well as a signing one. In the spawn, you have a sign over C, but nothing to indicate the door on the right can be used too. Without the light leaking on the floor, I would have in no way be drawn to it as an available route.

pl_pharaoh_1.jpg

I had a few issues with this particular area during Gameday, namely that it's easy to get stuck underneath, and rather difficult to get out and onto the pillar correctly. It may be a design choice to make it something to work for, but I wanted to bring it up nontheless.

Bottom line, it's a fantastic map, plays very well, and hits the egypt theme perfectly. I look forward to seeing the final result!
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Thank you for the input. I went ahead and addressed these issues today. Also included a few more tweaks in certain areas as well. As far as the pillar leaning into the water, it was intended to be abit tougher to get onto, although not as tough as it turned out to be, so i am going to adjust that as well. I will be waiting a few more days to see if any of the other testers have some input before i release the next version.

Thanks again

Excal
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
Well i did not fall 100% off the planet in my absence. I took what was thought to be finished and made improvements. There are a group of servers that play Pharaoh daily, so i went and hung out and talked with the members. I received a lot of feedback. What i realized was nothing major needed to be done, but some tweaks were needed to improve balance, flow and other items. There were many features that I personally loved about this map such as dark corners etc, but in order to make the map more playable and balanced i needed to adjust to what the community wanted, and that is fine by me.


The screen shots, i took them at a much darker setting then i normally play at. The reason for this was to show that even with a darker setting, it still looks and plays great.

*** Changes for the release client ***

* Changed the color of ALL ambient lighting from the redish color to a more natural sun color

* Rebuilt and shrank the final red spawn room to allow faster access to the final point.

* Expanded the size of the "sniper deck" at the beginning of the map

* Relocated the entrance to the overlook between points A and B for balance

* Added more props, including some that can be built on

* Added an easter egg to reds 1st spawn room

* Rebuilt the balcony in the cave (added cover and eliminated the remaining parts of the old moving platform)

* Added new light sources to brighten up the darkest areas.
IMPORTANT NOTE: depending on your brightness settings some areas may still be a tad darker but i needed to balance functionality and looks equally

* Added more clip planes to eliminate a few exploits

Enjoy all

Excal
 

Keonyn

L2: Junior Member
Mar 27, 2010
56
17
New changes are nice. Track shadows are on and aren't rendered by the mesh, so a lot of the track just has black blobs on the ground beneath them.
 

Excalibuur

L2: Junior Member
Feb 6, 2009
65
2
oh yeah i noticed that :( I am still an ultra noob when it comes to a lot of the map making so i didn't notice a lot of the shadows till after i posted the version. But i did receive a few msgs from some very helpful people letting me know how to fix the issue. so, if after a few weeks if that turns out to be the only issue , well its easily fixed.

Thanks for the input

Excal