sekhmet

KotH Sekhmet B4

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
KOTH variant of cp_sekhmet. Hopefully this will play more smoothly as a King of the Hill.

First release is already Beta simply due to copying existing detailing/brushwork and converting it to the new gamemode, but gameplay is the focus of balancing/changes.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
For some reason your skybox doesn't fit with your theme. Or perhaps it's just the horrible orange lights that you've used that offsets your colour palette. Direct light from fires are more yellow, people see it as orange in their head because it's often reflected off clay bricks; and besides, for the sake of gameplay it's worth tweaking the colour scheme to something more appropriate even if it's by a couple RGB values.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Or perhaps it's just the horrible orange lights that you've used that offsets your colour palette. Direct light from fires are more yellow, people see it as orange in their head because it's often reflected off clay bricks; and besides, for the sake of gameplay it's worth tweaking the colour scheme to something more appropriate even if it's by a couple rgb values.

known issues:
  • lights in general are a little strong for the new setting (old nighttime lights)

hmmmm
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Yeah, I was actually thinking that all along but I didn't want to seem ingrateful for the feedback. Hehe. ;)

The night-to-day switch is solely to make the map instantly recognizable as a different gamemode. I still find myself screwing around in spawn on 5gorge without realizing that the gates are open, and that I should be running to mid.
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
Going to be installing this onto my pub server, The Lunchbox, sometime this week. Looking forward to it =D

EDIT: I've played it on my own for a bit and really enjoy it, when the textures are all done you can bet I'll be hosting this puppy. Keep em coming =D
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Updated to B2:

* Added walls to hinder spamming into main intersection
* Blocked LOS through supports @ cp to reduce effectiveness of minisentries
* Added skybox details
* Corrected torchlight settings
* Added some out of bounds detailing
* Added team coloured blocks around CP
 
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EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Years ago, _STAR had koth_sekhmet on his server. The map played okayish, but one of the major complaints was how cramped the point is.

Finally dusted off this ancient relic of a map, upgraded it, improved it, re-released and workshopped!


KOTH SEKHMET B3 CHANGES

* Map is now MIRRORED rather than rotationally symmetrical
* Widened the control point area
* Changed cover and high ground on the control point
* Added cavern flank route
* Added sphinx stairs and walkway
* Raised control point platform
* Added dropdown near major entrances to control point
* Widened several rooms and doorways
* Simplified some ramps and walkways outside of spawn
* Widened some wooden platforms at control point
* Changed cover at control point area
* Changed sky and lighting settings to dusk (custom skybox)
* Improved detailing
* Optimized the brushwork
* Optimized the map in general
* Updated soundscape

koth_sekhmet_04.jpg


Time to iterate between B2 -> B3: 26 hours

Time to compile latest version (final, LDR + HDR): ~10 minutes

koth_sekhmet_05.jpg


Read the rest of this update entry...
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
This part of the capture volume is missing.

mF4YFPv.jpg
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Looks like I hit cntrl-I when I should have hit cntrl-L. It's only that top part, though, and I expect most people to just park themselves on the point itself, so it's not critical to rush out a fix. I'll wait until more feedback/issues are brought up before doing B4 and fixing this (as well as fixing some clipping on the waterfalls).

Also, here's the workshop link since I forgot to mention it in the update post: http://steamcommunity.com/sharedfiles/filedetails/?id=630617124
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
KOTH SEKHMET B4 CHANGES

  • Fixed capture zone boundaries
  • Clipped off waterfall
  • Fixed some texture issues
  • Added competitive winner's room (no logic)
  • Added map menu photos

Time to iterate between B3 -> B4: 3hr 32m

Time to compile latest version (final, LDR + HDR): ~10 minutes

sCIqObs.jpg


Read the rest of this update entry...
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
If the sniper sightlines were tightened up a bit I could see this map being a tenfold better replacement for Lakeside in Highlander.
In fact, if I can get my team to scrim this tonight i'll give you some competitive-oriented feedback if that's something you're after.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
Kerbump.

I'm very interested in seeing some competitive oriented feedback on the map, so if anyone has a team they play with, please do try it in an impromptu and give me your thoughts.

Only thing I request... just make it actionable feedback, something I can actually do something with. Edgy one liners like "egypt is balls" are non-actionable. :)

Related to that, I'd also like set up the competitive entities for matchmaking in this map, but unfortunately I can no longer decompile maps to see how it's set up. Once the presumed matchmaking update is released, I'm hoping someone decompiles the latest version of matches to check how the entities are done.

(PS - that's not to imply that Lain came back to me with "egypt is balls", because he didn't -- I was just using that as a hyperbolic example)