About MeThis is my first TF2 mapping project, and it's going pretty promisingly! I've been using Hammer for the last couple of years, and other game design tools (like TES:CS) prior that for the last 9 or so years. Map OverviewThe map centres on an ancient Egyptian temple complex in a chasm. Blu came across the map when drilling for oil in the desert, but promises of riches come at a price: Red spies within the Blu corporation soon got word back to their superiors, resulting in a stalemate over the control of the temple. Who knows what goods lie behind the capture point door? hmy: Main Map Features An Egyptian themed map. A KotH map large enough to suit 10-32 players. Novel vertical gameplay elements. Fall death volumes at the bottom of the chasm. 3 distinct pathways to the point; with the shortest being the most dangerous. A novel end-game sequence. General CommentsI still have a fair bit to do; and there are some obvious rush-jobs with the skybox (yet to incorporate a 3D skybox) and the bottom of the chasm (yet to be deepend and detailed). The map hasn't been fully cluttered, and as such there's a slight lack of detail and some interesting sightlines that need to be ironed out. HP/Ammo drops haven't been planned as of yet, either. A previous build of the map was at night (hence the overkill of lights outside), and I haven't yet fully decided whether to keep it at day or go back to night. Both styles are visually striking. Final NotesI'll post a map download link when I'm happy that each section has the layout that it will in the final build. I'm pretty much there, but I don't want to release a map with rooms that don't have detail. :blushing: This map was intended to launch into the Highlander competition, but I didn't make an announcement thread early enough. Probably just as well, because this map is a little too big for a highlander game. I'm looking for a release within a few weeks - definitely before the end of September. Please post suggestions for improvement (from what you can, basing them off the screenshots), any feedback is gratefully accepted! I'd really love direction on any issues you can imagine with sightlines and how the map would fare in-game.