Luxor

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Well I'm sure a few of you have seen this one already. It was a control point contest map. But I have finally decided to take it a bit further. Now fully playable without a horrible 10fps lag throughout the level I bring you KOTH_Luxor! Yes I know it's Egypt themed and yes I know it's very bland right now. BUT I have been working on custom textures to try and liven' each side up a bit so you can tell if you are on the red side, or on the blu.

Basically right now I am just trying to get an initial feedback on how the level is laid out. The game mode is not working yet, but the spawn and door triggers are. Before I get any farther I would like for some people to take a run through and(disregarding it's theme) let me know exactly how they like the flow of the map and use it as a deathmatch right now to see how things work out with different classes. =)
 
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Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Beautiful map so far! - I have only 2 critisims.
The first screenshot looks very very busy structurally and it doesn'y have to be so many leetle tiny peices of wood. Maybe make the concrete under the cap 1 whole peice?
Also the last screenshot: Metal ramps and supports don't really fir the Egypt style. Maybe they should be wooden?
 
Aug 10, 2009
1,240
399
Yay more criticisms!

For the cap: It looks really tight, small, and spammy, especially under the point. The sniper windows look really advantageous, and the point itself looks really enclosed.

Screen 3: Unless that upper pathway is <384 units, it could be really frustrating for a slow class to get up.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
You already have my respect for NOT USING DUST TORCHES!

THANK YOU for using the torch particles!

Also, map looks fantastic. I;ve come to love Egypt though koth_f_d.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
This looks really nice, Even more so because its alpha.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Great brushwork!

Looks wonderful, and when I saw the name I wondered why nobody had used this before, it's the perfect name for an Egypt map. Although I can see Criss Angel hovering out of a pyramid somewhere :|
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Thanks for the criticisms and comments! =)

Beautiful map so far! - I have only 2 critisims.
The first screenshot looks very very busy structurally and it doesn'y have to be so many leetle tiny peices of wood. Maybe make the concrete under the cap 1 whole peice?
Also the last screenshot: Metal ramps and supports don't really fir the Egypt style. Maybe they should be wooden?

The main reason I went with the metal scaffolding on one side is it was the only way I saw fit to clearly distinguish the red side from the blue side.

Yay more criticisms!

For the cap: It looks really tight, small, and spammy, especially under the point. The sniper windows look really advantageous, and the point itself looks really enclosed.

Screen 3: Unless that upper pathway is <384 units, it could be really frustrating for a slow class to get up.

The middle point can clearly be opened up a bit with a little bit of effort.

The top route is more or less meant for faster classes, but it does give a nice point advantage if you take it over the shorter run. But each path will give it's own advantage over another so it kind of equals out(look at sawmill).

Love it, though I think the scaffolding oughta be wooden.

The scaffolding is only metal on one side and not everywhere, but I figured it was easier to distinguish the difference between red and blu through organic and industrial scaffolding.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Thanks for the criticisms and comments! =)

The main reason I went with the metal scaffolding on one side is it was the only way I saw fit to clearly distinguish the red side from the blue side.

Use light coloured woods for Blue team. (whites)
And of coarse use the dark brown / red woods for Red team.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
+OP Updated

Check the change log for the differences.
Hope I get some better feedback on the layout change and how it looks.
 
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Tyker

L5: Dapper Member
Jun 1, 2009
232
142
The only thing I got in my log was

SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006c.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006c.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/tools_shovel.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006c.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006c.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/rock006c.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_farm/tools_shovel.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_mining/barbfence001_reference.mdl)

But those shouldn't be crash related.

Just check all your entity work, and if you can't find it just try and crash it while playing solo. If you can, then start deleting specific entities till it stops crashing and you will find the culprit.
 

entourage

L1: Registered
Aug 12, 2009
3
2
The map looks great, but I have a strange question.

I've tried using the nav_generate cvar with your a1 and a3 versions and they both have crashed my TF2 completely. I've ran the nav_generate on several other koth/arena maps and have had success. Any ideas why this one might be different??

I can run around the map, cap the point, everything. But while generating it makes it to the point of "computing mesh visibility" and it completely closes TF2.
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
I'm actually trying to figure out why it is crashing right now. That is also good information though as I can look into that and try to find out why it might be doing so. I will not lie, in such a tiny map there are ALOT of brushes and stuff func_detailed. But I don't think that that is the sole issue. Along with the entities and some props I'm gonna fix I'll be releasing an a4 version here not to far off in the future.
 

Rizz

L5: Dapper Member
Dec 18, 2009
210
21
Very nicely done, once this map is done, I'll be adding it to a server rotation of Egypt themed maps.
If you need a modeler, I could help.
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
Yea it has been a while since I have updated. The reason for it is because for some reason it was randomly crashing the TF2Maps.net Server when it was being played. I never tried it on any other server though. Couldn't find the cause of this, I will finish this up though, just gotta give me a little more time. =) Now that I know someone will be interested in adding it to their server.