Temple XIII Beta 1

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Finally my first map is out. CP Temple XIII is a 3-point CP map loosely-based on a CTF map on an old Gamecube game called "XIII". XIII is an old cult game that got little attention and went unnoticed for the most part. Nevertheless, me and my friends enjoyed it. For nostalgia's sake I decided to build pseudo-port of it on TF2. I believe there is a rip of XII for PC if anyone feels inclined to look into it.

Since XII was a completely different game than TF2, I TF2-ified my port of the map to make it more playable, class-accommodating, and fit the TF2 theme better. I added several scaffoldings, an entire room inside the temple, and a central tunnel to allow more ways of passage. The locale of the temple also changed from in the middle of a forest, like the original map on XIII, to the central keep of a fortress somewhere in the desert. The back-story is pretty simple; Red has a death-ray and Blu has a nuclear warhead, each team wants both. (Don't ask me how the both managed to establish a base in the same temple. Get creative)

Please note that Temple XIII's main point isn't gameplay. The main purpose of this map was to serve as an opportunity for me to familiarize myself with hammer and learn about TF2 map construction; a stepping stone if you will. However, that doesn't mean that it can't be balanced. I balanced it as much as possible and moved straight to beta because of the map's nature (If I added anything else or changed more it wouldn't resemble the original enough).

All I can say is enjoy, and let the criticism fly.
 
Mar 23, 2010
1,872
1,696
not meant for gameplay? looks great though. looks like it will play fine too.

Is this Gpit style or no gametype or what?
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
not meant for gameplay?

Hold on, I'd better clarify. I map this map fully intending it to be playable and fun, but I wasn't sure if the layout would work well because it was base on a different map made for a different game. What I was trying to say was; The map is made to be a playable and working map, but I wouldn't matter if it wasn't because I just wanted something to give me experience in hammer.
 

Ungrown Soup

L1: Registered
Jan 24, 2010
2
1
Nice first map. I like the layout and the overall look but I have two little issues:
1) The first and the middle point respawn rooms are copied and pasted from each other. Change the props and details in the middle respawn rooms so they look and feel different.
2) Add some signs or whatever to indicate what ledges lead to death. I jumped over a railing, near the first respawn room, thinking it lead to more playable area... but it didn't.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Wow the maps lighting and style looks really nice and smooth.

However i can think of a few problems that'll be found by looking at screenshots.

1: Scouts will find it far to easy to get between places by double jumping. eg: http://dl.dropbox.com/u/3000540/example1.jpg

2: In screenshots 1,4,5,6 snipers get a far too great line of sight.

However please note this is to help not to hinder.

Also can you take some panorama screenshots because that'd look beautiful.
Also try some 360 panoramas for advertising.
 

TheTurnip

L2: Junior Member
Mar 2, 2010
62
20
How do the 3 cp's work here? Gravelpit style? Or like a 5 point cp, except with 3 points?
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
1: Scouts will find it far to easy to get between places by double jumping. eg: http://dl.dropbox.com/u/3000540/example1.jpg

2: In screenshots 1,4,5,6 snipers get a far too great line of sight.

1. I intended to make it easier for scouts to get around because most of the fighting occurs in narrow hallways and scouts were rarely useful. The mobility that the platforms gave, like you noted, were to give the scout a bit of an edge because of the minimal movement area.

2. I did notice this but unfortunately there's little I can do because, like I said, if I change the level too much it won't look like the original temple. Fortunately, however, I made the sniper spots you spoke of easily flankable. That's about as much as I'm willing to change on those areas.

How do the 3 cp's work here? Gravelpit style? Or like a 5 point cp, except with 3 points?

The map functions like a classic 5 CP map, but has 3 CPs with a slower capture time comparatively.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Might take some serious respawn balancing to prevent easy ninjacaps.
 
Mar 23, 2010
1,872
1,696

Ratosai

L1: Registered
Apr 13, 2010
5
0
Maybe actually signing up will make me have the motivation to map for more than 10 minutes. Don't know yet. Anyway, the map still looks good, and I finally get a compiled version! Sweet!

Also, in case I forget tomorrow, send me the IP of that test server. It sounds interesting.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Might take some serious respawn balancing to prevent easy ninjacaps.

Since the cap time on the base CPs are relatively long when you consider their distance from the spawnrooms (screenshot 2), ninjacaps are possible, but rather difficult. Spawntimes WILL be the factor that adjusts how this map plays the most and how ninjacaps are dealt with (since spawns are so close so CPs), I'm rather satisfied with the cap times.

if i may suggest the domination game type?

3 CP's would be interesting...

I have thought about that and may try it out in the future. I already have plans to make a CTF version of the map and may try a 3-point domination while I'm at it. However, another possibility I've been wanting to try was a 5-point domination by using the courtyard space below instead of making it a death pit.