CP Antiquity B18

Cambodian Theme, started in 2010 and revised in 2017

  1. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    I really quite enjoyed the map. It is quite fun to play and airblast all that spam back at them.While playing i really found only two things i am unhappy with.

    1. there is a hole in your forward spawn.[​IMG]

    2. Could you clip the floor in this room? as as nice as running over it is i kinda get caught in the holes while fighting
    [​IMG]

    Other than that it is looking beautiful and I am here wanting more :)
     
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  2. Wilson

    aa Wilson Burial by Sleep

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    Well, all 5cp maps mid points have some spam, but this was way out of your ordinary spam you have at middle, once teams collide there was wave of pipes, stickies and rockets everywhere.

    I think it had something to do that most of the primary routes to point make teams collide instantly, reason why maps like granary have no spam is that all primary routes to point are on side of cp instead front of point itself. Meaning teams split up, some people go up to the containers, some go to the points, some circle around the containers, on antiquity other hand, both teams clash right on the point meaning there is a lot of spam and chaos.

    Hopefully i didn't make it sound too complicated.
     
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  3. Tyker

    Tyker L5: Dapper Member

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    I didn't get any screenshots, I might be able to get some later. The area I was referring to was the high ceiling open area inbetween final and second. A lot of routes converge in there, and the many 90 degree turns in the hallways connecting to that area confused me a bit.
     
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  4. Boylee

    aa Boylee pew pew pew

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  5. EArkham

    aa EArkham Necromancer

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    Cool, thanks. Look forward to seeing the demo. :)

    I haven't done an update yet for two reasons: a) obsessed with getting my stupid pyro poker weapon just so and b) not sure what to do on the last point to make it more intuitive.
     
    Last edited: Mar 24, 2016
  6. EArkham

    aa EArkham Necromancer

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    Keeeerbump!

    A3 Changes:

    * Sealed off middle minor entrance to central point
    * Removed a wall near final point to make navigation a little clearer
    * Adjusted some health pack placement and type on 2nd point, path to central, & near final point
    * Adjusted some playerclips, texture issues
    * Began detailing the spawn rooms

    We'll see if sealing off that middle entrance on the central point increases or decreases the spam to the center point. If it decreases it, I'll leave it sealed. If it increases it, then I'll add it back and try something else. Leaning towards keeping it in; the distances between entrances are almost equivalent to cp_fastlane, so spam intensity is likely due to something other than that middle entrance.

    I'm very curious about sentry effectiveness on the map. There are a couple of areas specifically intended for sentries (especially on the 2nd and last points), but there don't seem to be many good sentry spots otherwise. I think engineers may have some problems keeping their buildings alive.

    I've also begun planning and detailing for non-essential areas, so have a new screenshot (one of the out of bounds area near blu spawn):

    [​IMG]
     
    Last edited: Mar 24, 2016
  7. DaBeatzProject

    aa DaBeatzProject

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    I like it. Doesn't look very antique though :)
     
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  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    The rock/metal edge on the ceiling looks odd, though i love the rest of it.

    No.
     
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  9. EArkham

    aa EArkham Necromancer

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    Yeah, the spawn areas and last points are going to be unabashedly spytech.

    Between there and the second point, you'll see a mix. Mostly ruins, but signs of the teams moving in, knocking down walls, etc.

    Center point will be wholeheartedly Khmer/Cambodian ruins.

    That was one of the things that sort of annoy me about cp_egypt. It's ALL Egyptian; you don't get a sense of facades like you do in 2fort or well. And the distinction of seperate areas should hopefully help with getting around the map, too.
     
    Last edited: Mar 24, 2016
  10. Acumen

    aa Acumen Annoyer

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    haha, that scene seems familar :D
    At least these pillars are from a certain bond movie, am i right ?
    Tried to base my cpoint entry on that but failed horribly :D
    Looks very nice, but like dabeatz said, kinda straying away from the original theme, I guess.
    Nothing bad, just implying that the name might not be too fitting anymore ?
     
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  11. EArkham

    aa EArkham Necromancer

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    Dr. No. :D

    [edit] I changed it up a bit... I didn't want it to be exactly like that. And avoided a watery nuclear pit cause I felt the resource hit would be unnecessary given the location is out of the way, but has windows that might let the water render when it wasn't needed.

    Maybe straying, I dunno. This was the plan in my head from the start, but names are an easy change. I think in the end it'll probably be fine.
     
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    Last edited: Mar 24, 2016
  12. Acumen

    aa Acumen Annoyer

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    hehe, knew it - went through my james bond-reference folder to doublecheck !
    I just wish your updates would be faster without the long creative pauses ;)
     
  13. EArkham

    aa EArkham Necromancer

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    Hadn't had time to work on this until a couple of days ago. Detailing on A4 in progress (2nd point and 1st point with doomsday drilling machine, respectively).

    [​IMG]
    [​IMG]

    Horrible, horrible lighting. Don't worry, I'm fixing it. Going to completely remove the point_spotlights on the little lights since they look awful outside.

    Also, the announcer never says "Time has been added" when capturing points. Why would this be? What setting am I missing?
     
    Last edited: Mar 24, 2016
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Oooh, I thought this was scrapped, glad to see it back and even more shiny.

    Will you be releasing the models anytime soon?
     
  15. EArkham

    aa EArkham Necromancer

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    Honestly I keep forgetting about it.

    The vines and trees still need some significant UV work/reskinning before they're release quality.
     
    Last edited: Mar 24, 2016
  16. EArkham

    aa EArkham Necromancer

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    Making more progress. Nothing truly exciting yet, but will be moving to B1 after I release A4.

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    The lightbulbs under the ramps have since been changed. And strangely, I somehow failed to take any screenshots of the stuff that actually looks khmer-esque. Heh.
     
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    Last edited: Mar 24, 2016
  17. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Ah I see, I was just curious.

    It's looking good, I'm excited to play on this map.
     
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  18. EArkham

    aa EArkham Necromancer

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    Doh. Hit the brush and texinfo limits (both of them). Should be obvious why: I did a lot of brush-based stone blocks.

    On the plus side, I have plenty of room for models, so I'll convert a lot of the complex and repeated brushwork... stuff like stairs, doorframes, windows, stone detailing, wooden ramps, etc. I plan to use existing textures as much as possible since custom textures eat up packed file size fast. Also on the plus side, it means I can make these slightly more detailed and less brush-like.

    None of them should be complex, but I probably won't be able to start until the weekend.

    Oh. And I also reduced the number of custom textures, so hopefully the download will be about the same or smaller, even with the new models.

    [Edit] Also fixed the "Time has been added" voice thing (needed to use addtime, not settime).

    [​IMG]

    Still left at this point:

    • Optimization tweaks
    • Lighting tweaks & fixes
    • Skybox
    • Soundscapes

    And of course, tons more playtesting for playability... but at least it'll be pretty to look at while you do it!
     
    Last edited: Mar 24, 2016
  19. jpr

    aa jpr

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    Ohh, this map. Looks awesome, can't wait to play it
     
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  20. tyler

    aa tyler snail prince, master of a ruined tower

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    Nice ramp. I was trying to think of a way to do a similar thing before I put Altar on hold.
     
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