CP sekhmet

EArkham

Necromancer
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Aug 14, 2009
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Contest entry, reserving thread and name.

Theme: Nighttime Egyptian style AD CP map. Two control points, ala cp_gorge.

Stage: B1

Avoiding doing any custom content for this one since that's the main thing that slows my progress to a crawl on other maps (see: cp_antiquity).

Planning to do quick playtesting for big problems, but I'm not going to agonize over perfecting it. Just planning to do a few playtests, full detailing, then move on to another more interesting map.
 
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EArkham

Necromancer
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Aug 14, 2009
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Bump cause it actually has screenshots now.

Also AHH WHY DID I CHOOSE RUINS AGAIN SO TIRED OF BLOCKS BLOCKS BLOCKS.
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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You can give it a construction theme, instead of destruction :p

I love this bit, I don't know why.
fwukm.png
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
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Egypt at night actually looks fantastic. I never liked the washed out intensity of the theme. As far and construction vs. deconstruction, I always like the look of crumbling broken structures, and personally have more fun building that type of stuff.
 

tyler

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Sep 11, 2013
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I really like your broken obelisk.

When you figure out the nighttime egypt lighting, can you tell me what you're using? Laziness on that front is basically all that is stopping me from moving forward on koth_altar.
 

EArkham

Necromancer
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Aug 14, 2009
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Yup, was thinking of trying for a Raiders of the Lost Ark type thing, but having a hard time finding good screenshots that aren't tiny.

Lighting wise, I'm using the settings from ctf_doublecross. I'll probably have to cheat the ambient up a bit cause it's still a bit too dark imo in the torchlit areas.

I'll also be adding skylights in various areas for more ambient (pic is from blu spawn interior, which is already detailed since it's unlikely to change too much).

Here's the light settings I'm using for the torches. I think they're based on either Egypt's or YM's prefab, but I changed the particle and light settings. I also tossed in the obelisks. I think the broken one has some screwed up geometry; I'll probably turn them into models later on.
 
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tyler

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Sep 11, 2013
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Thank you! Your lights are a lot more orange than mine, and I think I was using the Pipeline lighting. This is very useful, thanks a ton.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
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Oooh! I really like this - now there's actually contrast and tones of blue in Egypt!

As for the lighting concerns (I think it looks ok from the screens so far, though), you could have excavation lights - big ol' spotlights and whatnot.
 

EArkham

Necromancer
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Aug 14, 2009
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Kerbump. Finally, A1.

I won't be doing extensive playtesting since the deadline is so close. Probably just a few test runs for big playability issues, then detail everything and move on to something more interesting.
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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"Now that I have an a1, I'm moving on to detail." lul, I wish you luck; let's see how quickly this gets pretty :D
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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cp_sekhmet_a10000.jpg
People get stuck here

Overall, I felt it was a pretty good map, there though was a few places were doorways were too thin, and hard to easily get through. Also, the area right next to this spot in the screen, with the ramp going up/down, I felt it wasn't used very much, but is a good part of the map. I'd think you might want to find a way to make that area more appealing for players.
 

EArkham

Necromancer
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Aug 14, 2009
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A2 ready to go!

I think that rock is fixed, plus most of the things noted so far in playtests:

* Texturing and detailwork in various areas
* Increased lighting ambience slightly
* Reduced open/close speed of door @ BLU forward spawn
* fixed various reported issues from playtests (displacement seams, etc)
* Made the gully between CP1->CP2 more shallow
* Changed health packs in gully to full, tweaked a couple of other placements
* Widened secondary door from red spawn
* Revised main red exit somewhat (still needs a diff model?)

Gully is shallower and now has a full health + ammo, so might be more useful to generally go there... still going to be at a significant height disadvantage.

Also updated screenshots in the first post.
 
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EArkham

Necromancer
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Aug 14, 2009
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A3:

* Brightened ambient lighting
* Reduced respawn time of BLU slightly
* Reduced cap time of CP1 by 5 seconds
* Continued texture/detailing work
* Additional hints and areaportal correction
* Tweaked some doorways to affect visleaves
* Increased time granted for capturing CP1
* Increased the size of the area around CP2 slightly
* Improved general defendability of CP2

cp_sekhmet_a3_stairs.jpg


Probably jumping to Beta for next version since the deadline is so close. Depends on if I can get rid of all the dev textures.

Will probably do better playtesting after the contest.
 
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EArkham

Necromancer
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Aug 14, 2009
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Aaaand fully detailed for the contest. B1.

Still more I wanted to do for the RED spawn, and lots of little things to fix here and there, but MEH. Later, after the contest.

cp_sekhmet_b1_gully.jpg

cp_sekhmet_b1_cp2.jpg
 
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Gio

L1: Registered
Apr 11, 2011
1
1
After a few playthroughs on a fairly competitive server (it was the first time on the map for most of us), I came to the conclusion that the forward BLU spawn is an unnecessary deathtrap.. It's a box with one door where BLU team can be easily trapped. Building up an ubercharge (or a pair) might break you out, depending on your opponent, but time can be a major factor in pushing for point B.

Perhaps removing the forward BLU spawn would improve map flow? Engineers can help BLU keep pressure on RED without the killbox situation.