Monolith

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
KOTH_MONOLITH

An epic battle over the sacred monolith being used in another one of those crazy rituals.



Just doing this to reserve the name seeing as I saw another 'egypt' themed map. >.>
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
When i saw the name i thought of 2001: The Space Odyssey
 
Mar 23, 2010
1,872
1,696
very cool structure.
 
Aug 10, 2009
1,240
399
Prestige please post more meaningful things, the three words isn't doing much for anyone. Saying 'nice light dots' won't do much for me either.

Anyways, onto the map, you probably know the concerns better then I do, but here are the basics:
- Sightlines across the bottom
- Super-powerful sentries
- If the monolith isn't hollow that's just :/
- Spawn camping may occur at its greatest

Also on a more aesthetics note, please raise the light level :)
 
Mar 23, 2010
1,872
1,696
Prestige please post more meaningful things, the three words isn't doing much for anyone. Saying 'nice light dots' won't do much for me either.

i guess this is a better comment then?

When i saw the name i thought of 2001: The Space Odyssey


stupid heavies always stick together.
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
The monolith is hollow, what you see in the 3rd SS is inside that building. It also has an open roof if you didn't notice. But that area is not even close to being permanent, seeing as I haven't started any of the other areas.
 
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Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
From the 3 screenshots right now it looks really dark, add a bit more light. Other than that, expand more on the map (Everything looks really cramped and I'm sure it's not even close to done.)
 

jakemaheu

L1: Registered
Aug 13, 2009
40
4
I like the idea/theme that you've got going, but I'd like to make a few suggestions.

First, I'd increase the light levels. Personally, I'd do a daytime desert map (hot desert = lots of lighting). I like the large torches you've got outside of the monolith. I would definitely add some flames to the top. More light + detail = good!

koth_monolith0001.jpg


I've also noticed that you're pretty much using two or three textures for the entire map. Try to vary the textures you use; there should be a bunch of different ones that will fit your theme.

I'd also recommend adding something like what's in this screenshot; something that will give your players a clear indication of who is controlling the point and where they should be headed towards. This should both act as a visual cue and project some more light both outside and inside of the monolith.

koth_monolith0002.jpg


Next, we've got the interior of the monolith. You're faced with a few problems here. First, your point is somewhat cramped with relatively few access points. I could see demospam being a major problem here. You've also got too many torches sticking out of the walls. Even if they're clipped properly, it'll still make the space look smaller than it is. The lamps you've got in the corners are fine, though. The pillars surrounding the point are a nice thought, but why not replace them with something that completes the look of the map? Say, maybe, some translucent glass pillars that pulsate with energy the color of the controlling team?

I also like how you've got the drop-down access to the area. It'll let in some light from the exterior. May I suggest, however, adding a staircase in the area indicated? It'll take up some space, but it'll also add some vertical gameplay elements. I could see demomen and soldiers rocket and sticky-jumping onto the top of the monolith and spamming into that hole. The stairs (or a ramp) would allow other classes to remove them and continue defending the point.
koth_monolith0003.jpg
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
Thank you for the responses, but the problem is that I have NONE of the rest of the map finished so the walled area around the monolith is VERY temporary. In fact, I only put it there so I could scale the monolith area properly.

I DO however like the responses about the inside area. I will make it 32 units wider and every side, but I'm no sure about moving the pillars until I get the map playable. I will also add a wooden "Egypt-styled" scaffold to the outside so that other classes can get up top.

Just an afterthought, I'd need to make it not too difficult to remove a sentry up there.

Also, I WILL add the "Mayan laser" thing, but seeing as this is still PREALPHA, it can wait.

Edit: Also, those "large torches" are pillars... :|
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Dust. Torches.

GRAHHHH PENGUIN SMASH!

particlesystemskthx.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Pleasepleaseplease get rid of the hideous dust-spouting "torches".

We have dozens of fire particles. USE THEM.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I literally rage IRL every single time I see someone do that.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
What needs help? It's just an info_particle_system away.
 

jakemaheu

L1: Registered
Aug 13, 2009
40
4
Sweet, thanks!

I realized after I posted that those pillars were not, in fact torches. They could still be used as some pretty bitchin' torches, though. I made a replacement model for your pillars, too; check your PMs.