Chamber

Ten19

L2: Junior Member
Jun 17, 2009
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Once again BLU and RED find themselves at the same place at the same time. Both have been excavating in this mountain range for the past six months, and both have come across an astonishing find: the remains of an underground temple and most notably, a natural open chamber that this ancient civilization seemed to prize the most.

Of course, both sides want control over the ancient ruins, most likely for maximum profit from rich artifact dealers.

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Chamber is a standard KotH map, with three major lanes of passage (with a couple minor ones), including one that comes right up near the capture point.

The ground/gravel texture is a tweaked version of the core Valve one, and of course, being Alpha 1, nothing is concrete. Just trying to see if the flow will work.
 
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Ten19

L2: Junior Member
Jun 17, 2009
85
38
Looks a bit big for a KOTH map, doesn't it?
That's what I want to test... though you do get to the chamber pretty quick from the spawns, but there is a bit of extra room for other paths.
 

lana

Currently On: ?????
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Sep 28, 2009
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Looks spiffy, but the gametype in the thread says CP.
 
Aug 10, 2009
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It looks interesting, but judging from the overhead, the only real place to fight is the center, so being a spy/scout/sniper/medic will be pretty difficult as this looks like it could lead to a spamfest. Also, why are there long tunnels leading to the hill? it looks like these will only serve spawn campers and make the walk a lot longer for the team.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
It looks interesting, but judging from the overhead, the only real place to fight is the center, so being a spy/scout/sniper/medic will be pretty difficult as this looks like it could lead to a spamfest. Also, why are there long tunnels leading to the hill? it looks like these will only serve spawn campers and make the walk a lot longer for the team.

There are two large rooms on each side that also give plenty of room for conflict, hopefully. There's only one long tunnel that leads to the chamber, the other two main paths get you to the middle pretty quick. Also the long tunnel brings you right up to the base of the CP, making it a time vs. reward sort of thing.

If testing shows things getting to spammy, I'll adjust, but I'd like to see it in action first.
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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Purely atristic viewpoint: The red rock walls do not match the rest of the map, and certainly do not match the sandstone colored egyptian textures.
 

Ten19

L2: Junior Member
Jun 17, 2009
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38
Purely atristic viewpoint: The red rock walls do not match the rest of the map, and certainly do not match the sandstone colored egyptian textures.

Yep, most of the textures are placeholders. I just didn't want to go full-on dev texture.
 

.fortune

L1: Registered
Nov 17, 2009
9
0
If I were to judge this solely on the overhead view, I would think this was a 5 cp map. I'm interested to see how this plays out as KotH.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Updated the map picture to hopefully better illustrate the major paths from spawn to cap.
 

Nutomic

L11: Posh Member
Feb 7, 2009
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The hydro concrete doesnt perfectly fit with the egypt textures, might want to change that.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
The hydro concrete doesnt perfectly fit with the egypt textures, might want to change that.

None of the textures are final, just wanted to put something there instead of dev textures that was in the neighbourhood of what I ultimately want. Ideally, the egypt textures will instead be a mossy/ancient temple stone... thing and the hydro will be something that matches it well (may have to go custom textures for what I have in mind).
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Oops. Hotfixed the missing models, should be suitable for a gameday now. Thanks to the calculatedChaos testing for helping me out with the first pass.
 

Ten19

L2: Junior Member
Jun 17, 2009
85
38
Alpha 2 is out, the major changes include:

* Spawnroom reconfiguration, easier to see the three paths
* Restructuring of all three paths
* Shortening of most routes, additional geometry to tighten space, a bit of detail and reductionof sniper lines

Would love to get any and all feedback on this, especially after a Gameday if I'm able to get in on one.

(Updated screenshots added as well)