cp_egypt

heyo

L2: Junior Member
May 14, 2008
71
59
Cp_egypt is set in an ancient egyptian ruin excavation site. I worked on it for 5 months and tried to make it very detailed with a bunch of custom content.

The story is that red team discovered these ruins and began excavating them to find the ancient treasure. When red team finally found it, the blue team caught up with them and is now attacking in an attempt to steal it.

It is an attack/defend map with 3 areas and 6 caps in total like dustbowl. It's really big and works well with high numbers of players. I hope you enjoy it.

The whole map and all of the custom materials/models are made by me, heyo.

UPDATE V2:
In order to fix a few balance issues in the map, I made major modifications to the map. It now will play a lot better on 32 player servers.

-Added new entry way to cap 2B

-Added new entry way to cap 1B

-Reconstructed cap 2B to be more optimized and lag less

-Added New interior rooms in cap 2B

-Made cap times a bit faster

-Changed layout of health and ammo

-Made several optimizations

Download:
http://files.filefront.com/cp+egypt+v2zip/;10202774;/fileinfo.html


Pictures:
cpegypt0007fn5.jpg

cpegypt0000wu7.jpg

cpegypt0008ab5.jpg

cpegypt0002vv8.jpg

cpegypt0011mc5.jpg

cpegypt0010pa6.jpg

cpegypt0012nj7.jpg

cpegypt0009bu8.jpg

cpegypt0006fp7.jpg

cpegypt0005uk0.jpg

cpegypt0004mg2.jpg

cpegypt0003cf8.jpg
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
hey bud, i played this with a few people here, nothing to get a game going but looked around. LOVE it, great job.

Few spots i noticed had an issue.

cp_egypt_v20000.jpg

Can get stuck behind this part.

cp_egypt_v20001.jpg

Displacement is not touching.

also in this shot.
cpegypt0003cf8.jpg


the cracked arch thing in the left of the screen, the corner not showing is not correctly touching, there is a misalignment of the brushes.
 

Oddjob

L1: Registered
Apr 19, 2008
10
1
Well I just got done playing the map and it is a very awesome map. I should probably take screenies to illustrate problems.

There are several areas where the displacements aren't sewing properly.

Stage2 : Cap Point two needs another direction of attack or another path. The other team can really make it impossible with that huge higher ground advantage.

Those were the two things that popped out at me. The env_light could maybe be turned down just a hair but other than that I thought it was a very awesome map.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Awesome map d00de
 

Snipergen

L13: Stunning Member
Nov 16, 2007
1,051
150
I love you because you did stratocorp :>
I'm not a huge fan of the egypt theme but you brought it very well. I haven't played it yet but I sure will. It looks really good but here and there it could use some more colour. Maybe a bit more colour difference between the walls and ground?

Anyway fantastic job!
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
Welcome to the forums, you do simply extraordinary work. Junction and Egypt both look amazing.

That being said, I agree with the comment that the map needs a bit more variety, coloring-wise. Remember the Egyptians were great fans of bright colors (meant expensive and royal) and although a lot of the jade and gold overlays have faded they're stil visible. Maybe that would allow you a bit of room for more colorful trim, etc?

Really great work mate
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
/jaw drop


Not only have you made a stunning looking map but you've done a fantastic job of keeping all the textures in the TF2 style.
 

Shmitz

Old Hat
aa
Nov 12, 2007
1,128
746
If I had any specific comment on the gameplay, it'd be that the second control points in each stage are far too quick to cap. It's kind of expected on the first stage, but on the second and definitely by the third stage the cap times should make it so that the attacking team needs to control that area for a substantial amount of time to cap it.

Other than that, pretty amazing map.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
I agree with Shmitz. Me and a few others were playing after Gaming Day was over and the 2nd caps fell almost instantly. Luckily nobody capped with scouts or it would have been doubly worse. I love the theme to this map. I oohed and ahhhed so much, I'm sure Paul was sick of hearing me by the time we were done. :D
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Very cool, if the red were the excavators it'd probably be a good idea to maybe stick up some wood against the walls as "support" or what ever, it'd be a believable piece of detail and break up the sandy colour you see everywhere. Looks awesome though.
 

Cpt Raem

L1: Registered
Feb 20, 2008
12
1
Hey look, my name is in one of the pictures! Am I IN that picture? I can't tell. :(
 

CJLJ

L1: Registered
Apr 27, 2008
26
10
We played this map for a couple of hours yesterday. It looks amazing, i'm really impressed that you managed to keep it in the TF2 style. That said, it doesn't play much better than one of those crappy dev texture maps that people play. The areas are huge and have a lot of defense shooting down on to assault. It quickly degenerates in to soldier vs demo wars, with maybe a medic, sniper or engineer thrown in. A good example is 2.1 and 3.1. Demomen can just stand high up in relative safety and spam grenades down at assault's spawn. The only way to counter it is to rocket jump up to them which leaves the other classes without much use. Even when the play area is relatively flat there's so many ledges a soldier can rocketjump up to that he still dominates. I love that you moved the desert theme to egypt, just next time please spend more time playtesting it so that it's enjoyable for all classes.