Tomb

JoshuaC

L420: High Member
Sep 2, 2008
444
164
Beta 3 Released!

Download Mirror
http://www.fpsbanana.com/maps/116192

An KotH map set in an Egyptian tomb, if you may have guessed.

--- Installation ---

Drop the maps and materials folders into your "team fortress 2\tf\" folder.

--- Changes from Alpha 8 ---

Tweaked light brightness in some areas.
Added some server friendly torch particles.
Minor detail tweaks

--- Known Bugs ---

None that I know of.

--- Contact info ---

If you have any input on the map you can post them in the release thread or you can email me at,
JoshuaMK2@gmail.com and I'd be more than happy to answer any questions you have.


--- Special Thanks ---

http://www.couchathletics.com
http://www.2fort2furious.com
http://www.tf2maps.net
http://www.mapcore.net
http://www.interlopers.net
http://www.nerfnow.com
Those who've given me suggestions on how to improve the map.
 
Last edited:

LordNor

L3: Member
Jun 24, 2009
134
15
looks very nice, u captured the egypt effect effectively so far
 
Feb 14, 2008
1,051
931
Looks very snipey accross the middle.
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
I think it looks nice and should play nicely.

Also, having distance for sniping ain't a bad thing. In this case you need to note that the big exits and entrances are not on the sides you are probably talking about, you'd get people flanking poor ol sniper.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Looks like you've managed to keep the same level of style that Egypt brought, keep it up!

And the large space for snipers to see across isn't bad. You need positions for snipers to actually be useful but the flanking abilities make it easy to stop them so it balances out.
 

santoriin

L1: Registered
Jun 11, 2008
20
7
i wonder if there are enough places to support king of the hill.

i mean it looks awesome (and would probably make a sweet arena map) but i wonder what you do when your team doesnt have the hill other than run right through those doors to the hill.

this is just guessing though, the only way to really know is a playtest. But I guess when I think of viaduct/sawmill and even nucleus there are a lot more "non-hill" places to go.

I do think this looks awesome though. I'm digging the low light / high light contrast with the egypt theme.
 

Garner

L4: Comfortable Member
Aug 16, 2009
154
38
looks amazing so far :D
Personally, i hope once this project is done, you use tomb as a basis for a full CP map, that would be amazing and (by your standards) could rival egypt =]

Will keep watching this project :D
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
looks amazing so far :D
Personally, i hope once this project is done, you use tomb as a basis for a full CP map, that would be amazing and (by your standards) could rival egypt =]

Will keep watching this project :D

While I think Egypt has the theme locked down perfectly for CP, I was indeed thinking of a PL map set in a tomb. Maybe BLU could be smuggling out a priceless artifact or something like that.
 

Phobos

L3: Member
Feb 22, 2009
130
50
I'm digging the low light / high light contrast with the egypt theme.
Huh, that's something that always bothers me about Egypt. A generator and some electrical lights in the spawn area (basic equipment for an excavation) would be nice, so you don't respawn in the darkness.

You could add some ledges (for demos and soldiers to stand on) to the big pillars at the cp. At the sides or above the "tunnel" exit, to add a little element of vertical combat.

With the new custom particle system in place, what about adding sand and dust raining from the ceiling? ;)
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
Huh, that's something that always bothers me about Egypt. A generator and some electrical lights in the spawn area (basic equipment for an excavation) would be nice, so you don't respawn in the darkness.

You could add some ledges (for demos and soldiers to stand on) to the big pillars at the cp. At the sides or above the "tunnel" exit, to add a little element of vertical combat.

With the new custom particle system in place, what about adding sand and dust raining from the ceiling? ;)

I plan to have a few more vertical areas around soon.

I definitely want to do some falling dust for the passage. All I got to do is learn the particle editor.
 

evanonline

L420: High Member
Mar 15, 2009
485
273
Nice--this is the first Egypt-styled map I've seen that I really like visually since...Egypt!
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
This screen doesn't really deserve to be thrown up on the main page so I'll just link it here. I'll post some updated shots tomorrow.

Middle point cover plus some more detail. Let me know what you guys think.

koth_tomb_a20002.jpg


Also you can't see it very well but ingame there's little dust particles flowing around in the light.
 

Phobos

L3: Member
Feb 22, 2009
130
50
I like it, although the stone blocks look arbitrarily placed (wip, right?)

Looking at the picture gives me the impression that originally the exits of both pillars were connected through a bridge that is now collapsed (with the cp being originally at the center of the bridge. Adds the option to use more bridge rubble and remaining arcs as cover. What do you think of that?
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
I dont really like the stone bricks in the tunnel on the second picture. Try having a solid wall halfway through the tunnel instead. I think that would prove to look alot better and it breaks the repetive-ness that you have in the second picture right now. :)

Otherwise the map looks really good so far. Love the second image, keep it up!
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
Added a few walls in the path leading from the spawn hallway into the main area to prevent people from sitting on either side of the map and sniping across from it. I'll show them off soon.

I was thinking somewhere in the map I could have a quicksand trap that would be somewhat like the log area in lumberyard. It could have a plank over it and maybe a small health pack on there but if you step into the sand you'll be pulled under and killed. Of coarse this would be fairly fast so you can get back into the fight but it should provide a bit of fun to the map.
 

JoshuaC

L420: High Member
Sep 2, 2008
444
164
Scrapped the sandtrap idea due to not knowing where exactly I'd put it.

Updated the layout screen. Added another side passage on each side to allow for more options to the middle point. They're not detailed at all and the lighting is too dark right now but I want to make sure they're good before touching it with any detail.