Temple

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Temple:

  1. (n.) A building dedicated to the administration of ordinances.
  2. (n.) A local organization of Odd Fellows.
  3. (n.) Fig.: Any place in which the divine presence specially resides.
  4. (n.) A place or edifice dedicated to the worship of some deity; as, the temple of Jupiter at Athens, or of Juggernaut in India.


Description:
This is a Plant the Flag map for those who are used to that type of gameplay. For those who are not it is much like Reverse CTF. You start off and need to bring your intel into the enemies base.


Back story:
There isn't much of a back story with this one. I started it on April 24th and am putting in roughly 6 hours a day or more into mapping.

Revision History:


Alpha_4f1: (5-23-09) Public Release.
  • nodraw texture
  • func_prop items that should have been func_prop
  • fixed round timer

Alpha_4: (5-19-09) Public Release.

Fixes/Changes:
  • Fixed spawn door issue on blue side
  • Fixed shooting through and changed startup doors
  • Changed middle of the map
  • Added time to return the flag. WAS 5 NOW 8
  • Added items to under temple to promote use.
  • Removed Spire on the side full path use
  • Added stairs from the side towards intel
  • changed startup from 1minute to 35 seconds
  • Flags can no longer be picked up before round start.
  • Better team coloring
  • Redid ALL item placement
  • Reduced and changed capture area.
  • Demoman now has a much harder time to SJ in
  • Moved intel back a ways to prevent Scouts quick caping.
  • Removed / Changed Invisible setup walls.
  • Lots of clipping.
  • Added / Changed right side building.
  • Redid intel area to give more cover.
  • Added ramps/ledges around intel area.
  • Teams now have no_build in front of spawn rooms.
  • Rebuilt the entire map

Still looking for help with:
  • Announcer spam
  • Pillar Models
  • TF2 Model for center



Alpha_4: (5-7-09) (Not released yet)(Screenshots)

|

Alpha_4: (5-4-09) (Not released yet)(Screenshots)

| | |


Alpha_3: (4-30-09) First Public
  • Shadows
  • Fixed spawnroom visualizers
  • Clipping
  • removed 3d Skybox till i can put some work into it
  • Cubemaps
  • Setupd timer doors and clips.

Alpha_2: (4-29-09)
  • Lightmaps
  • Lighting
  • Full Ceiling
  • Brush Clean up
  • Signs added
  • Intel start area.
3 More screen shots. Overview | Flag | Middle

| |


Alpha_1: (Everything.. No?)
 
Last edited by a moderator:

StoneFrog

L6: Sharp Member
May 28, 2008
395
81
5. (n.) A structure or other complex of immense aesthetic beauty.

:D
 

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
It's not even fair how gorgeous looking that is! ;_;

Can't wait to walk around it!
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
ty guys. Trying to get an alpha ready for Saturdays gameday.

Depending how well the map goes over *i have a feeling it may be better off an Arena map sadly* but we will see =)

At some point i think i might have to enlist a Modeler hah.. you dont want to know about those supports =p
 

Mar

Banned
Feb 12, 2009
607
63
Looks very nice, but how will it play? Can't wait to try this baby out on gameday.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Looks very nice, but how will it play? Can't wait to try this baby out on gameday.

Im highly worried about that myself. 12v12 might be to hard for a plant the flag in this space. Like i said though, all else fails it will be an arena =) Should also have some full level screenshots shortly as i just compiled

EDIT: and there we go.
 
Last edited:

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Oh cool!

Besides the fact that is pretty, it's using double-sided-reverse-ctf (not attack/defend-plant-the-flag).

I think it will work out good as is. CTF maps are good when they're small. Besides, making it arena would not do it justice!

edit: I love the added color bands in the brushes. It looks very good with the egypt stuff!

Visually, from the screenshots, the only complaint I have is that the security fences look out of place, they don't fit the theme. I have no idea how to remedy it, maybe the little short wooden fence model? Or maybe make something out of brushes?

Good luck, will be waiting for this one!
 
Last edited:

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Yes, the fence should only be a temp holder till i get everything else workign correctly. After that removing the fences working on skybox etc etc.

Download link is now available, _a3 is the current version.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Ran it a bit tonight on my server.

That was a heck of a lot of fun. :D

It's definitely interesting to watch, especially since it's like the anti-CTF in that just one sentry really can't lock down that capture point room since it's pretty open and huge, but it's still helpful.

Plus, rounds seemed to go holy-crap-quick.

This is definitely on my radar now.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Awesome =) did you hear any feedback? what was liked, disliked or issues that may come up.
 

Mar

Banned
Feb 12, 2009
607
63
For the uninitiated, what time slot does this map have for gameday?
 

drp

aa
Oct 25, 2007
2,273
2,628
terrible map.

the enemy intel doesnt even work, it just stays there when i finally make it to the other end and try and grab it.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Awesome =) did you hear any feedback? what was liked, disliked or issues that may come up.

Honestly, I have no idea. Rounds went pretty quick (I'm pretty sure we got five done in about 15-20 minutes), and I was busy trying to keep my gear alive to watch a L3 sentry buzz through six scouts as they tried to storm the point and weren't expecting it. :D

Oh, yeah, you seem to see a lot of scooting on the map. Don't think you can do anything about that, though, that's just a scout thing.

One person complained about the setup time, but I think those would fade as they play it more, and actually defend more. Engineers really do need it to get some basic defenses in so that they can actually slow the enemy down.

Don't think I've seen a place where one sentry could lock down the capture point, there's enough entrances to the capture zone area where it's not a problem. (Unlike normal CTF maps.) You'd almost need two or three forming a pyramid around the point to be a "solid" defense, but there's enough open space where they can be destroyed out of range of them.

It being 1 or 2 AM when it was played probably isn't helping my recollections of the game. :D
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
TOP4 of VERY small issues
it took me about 15 minutes to find em

all in all..
leveldesign is AWESOM,rly some complex and good loking geometry
gamedesign..hm..felt VERY strange,dunno,need to play more

will watch this thread
 
Last edited:

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
This map was fun but seemed to be quite unbalanced for classes. Although i did quite well as heavy at one point the class of choice seemed to be soldier or scout. Soldier's and demo's were overpowered in the corner-y corridors and the team with the best medic usually won.

Some general issues were probably only down to this map being in beta form:

Round gates could be shot around.
Lack of significant cover throughout the map. (it would be nice to see some rubble around). This would help engineers set up somewhere other than on the tomb/CP.
Walls could be rocket jumped onto and shot over during setup.
All the walls looked the same.
Also turn off the notification when picking up the flag. There was a lot of announcer spam for this.

It was easy to lose your bearings but the fact that this map is quite small meant it wouldn't take long to run either back into your own base or the enemies. This was at times annoying. I'd suggest some arrows around the side routes to help prevent this.

There was not a lot of health and although this shouldn't have been an issue the team with a decent medic completly owned the other. This will be an issue in public play as rounds were fast and would probably see your map come and go on servers. It also lead to spawn camping. Which was in part a response to the SG's being built on the capture point right above the spawn area (which was the only way to prevent a scout rush), as this was also the only viable SG position i saw in the whole map. A lot of corridors made for excellent attack oppotunities but poor defencive strategies as it was near impossible to defend without camping right ontop of your own flag point. The general gameplay ploy seemed to be scout rushing your flag to the enemy base before they manage to do the same to you, hoping an SG wasn't on guard at the final point.

I'm not quite sure what i would suggest to overcome all the little nit picky things i have mentioned, one tiny issue seems to be interlaced with another and not necasserily a game breaking issue that desperately needs to be addressed, but combined made your map feel incomplete. The map was fun and pretty and did what it was supposed to do. There just seemed to be no emphasis on defending and everything on attacking, which was very odd gameplay mechanics for CTF. It came across very Quake like.

Class usefullness out of 10, 10 being best, seemed to feel like this:

Medic 10/10
Scout 10/10
Soldier 7/10
Demoman 6/10
Heavy 6/10
Engineer 5/10
Pyro 3/10
Spy 2/10
Sniper 0/10

Which is a bit of a problem if a players favourite class(s) is redundant.
 
Last edited:

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I'd like if the drop/return time was a little bit higher, 7-10 seconds maybe. You can run alongside a teammate who is carrying the flag and it vanishes while you kill the guy who killed him before you can pick it back up.

Trying to engi in the middle was pretty difficult due to lack of metal on the mid-level bridge area.

Try change the game mode setting on the flags to get less announcer spam.