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cardo

L1: Registered
Oct 4, 2008
16
3
Hey all,

Thought I'd take a little rest from the CTF comp to whip up a small egyptian KotH map. It's probably a little different from most and is quite tight knit in its layout. The idea is that both teams will either make a dash for the central cap or head higher to get an advantage over the opposing team's spawn exits.

Any feedback is much appreciated. Hope you enjoy!

Also.. the screenshots here are a little dated now so don't believe everything u see ¬_¬
 
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Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
It's definitely a unique layout, it'll be interesting to see how it plays out. I'm worried it would be too easy to get into a dominant position the way the spawn exits are handled, but obviously I don't know how it plays so even if that's the case I don't think I could offer any possible solutions. Could just end up being that if that situation happens they'll just need to uber in spawn to break out. Definitely want to try it out though.

EDIT: Also the Egypt theme sucks. Personal pref :)
 

cardo

L1: Registered
Oct 4, 2008
16
3
Haha I just wanted a clean theme to work with, and egypt is as close to lego heaven as you can get. As far as the gameplay aspect goes I'm just as worried about the spawncamping part. I'm hoping that having these side rooms with the ability to rain down fire on the enemy will help decentralize the fighting a bit and make more use of the entire level as opposed to hectic battles around the cap point only.
 

Bya

L1: Registered
Jan 23, 2010
46
8
You just gave me a great idea for a map.
I reserve the name CtF_Kahndaq
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
If you're using the Egypt theme with symmetrical sides, you really need to either use lighting or other textures to improve the overall look.
 

cardo

L1: Registered
Oct 4, 2008
16
3
If you're using the Egypt theme with symmetrical sides, you really need to either use lighting or other textures to improve the overall look.

Agreed, bear in mind this is only A1 though. I realise the lighting, both interior and exterior needs variety but I was just trying to uniform the appearance and get rid of any visual glitches for this release.

This is only a week's work so far but I don't really know how far I'll take this map.. just wanted to keep the creative juices flowing!
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
It's quite detailed for an A1, but the layout looks quite original. Definitively something I'd like to test.
 

Why?

L1: Registered
Oct 25, 2009
4
1
not sure why people dont like the egypt theme, i personally love it, i havent been on here much lately, or played tf2 since the demo/soldier update, but i think i might try this map out. good work so far, hope it plays well
 

cardo

L1: Registered
Oct 4, 2008
16
3
Alpha 3 now out! Come get yer maps here

Changed loads of stuff since A1 so please give it a go :)

Thx!
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I like the new middle a lot, it's direct and to the point without losing what makes it dynamic I think.

Only concern is how easy it might be to contain the enemy - you can camp both spawns from the same small area without having to hustle back and forth. I'm afraid a demoman with that new sticky launcher could easily contain both exit doors.

Only in theory, I would suggest either blocking it off so you can't camp both exits from the same spot, or making the path to the second spawn area a little longer, or making it so it's easier to get to the top floor without having to go to the middle. The only reason being that if you're not soldier,scout or demo you can't get to the top floor without having to go through the middle to do it - it would be nice to have an alternate way up so that the top floor also provides a way to assault the middle.

Also not sure how to handle medkits/ammo because the map is so small and it should be easy to backtrack to the spawn to get more.

Small detail problem - it looks like you can get to the sandy areas on the sides in the middle, but you can't. Not sure what you can do for that without blocking off the area a little more which would ruin the cool sand terrain up there.

Other than that the map looks solid.
 

cardo

L1: Registered
Oct 4, 2008
16
3
Cool, thanks for the detailed feedback Zwiff :)

I've added some bits you've suggested to get upto the area above the spawns without heading to the middle and I've rebuilt/detailed the rooms they overlook in general so you'll be able to see that in A4.

About the healthkits and ammo that was what I originally thought so I didn't bother implementing them but Vondur complained that engies wanted their metal and so forth, and I think his playtesters wanted to be able to fight in the central area longer without a retreat.. I'll just have to see how the added supplies play out I guess.

Not so sure what to do with the sandy areas at this point.. I could put barbed wire round there but I think I'll prolly leave it and players will just have to learn it's out of bounds, heh.
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
When are you going to submit for game day? Eager to test this out with actual people.