CP Antiquity B18

Cambodian Theme, started in 2010 and revised in 2017

  1. EArkham

    aa EArkham Necromancer

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    I've got to make some long overdue fixes/changes to antiquity before I upload to the workshop. Mostly issues around the 2nd point.

    Thanks for the nice words. :)
     
  2. smokedsalmon98

    smokedsalmon98 L1: Registered

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    Workshop?

    Hello,
    I would like to add this to the Team Fortress 2 Steam workshop under the name 'H@WK'.
    Please reply.

    -Louie K. :thumbup1:
     
  3. smokedsalmon98

    smokedsalmon98 L1: Registered

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    Thank you for the information.

    -Louie K.
     
  4. EArkham

    aa EArkham Necromancer

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    Please don't do that. I have not added this myself yet because there are many changes I still need to make. :)

    It took me a long time to iterate pl_snowycoast before I felt it was ready for the workshop, and I think antiquity will be the same.
     
  5. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    Hey, EArkham, did you ever release the model pack? If so, could I have a link, as I'm apparently to stupid to find it...
     
  6. EArkham

    aa EArkham Necromancer

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    I only released the banyan trees and textures:

    http://tf2maps.net/downloads/banyan-jungle-trees.560/
    http://tf2maps.net/downloads/khmer-egypt-ruins-texture-expansion-pack.387/

    These were done ages ago though so you'll have to create a folder in /custom/ to unzip them to, instead of unzipping into your /tf/ directory like the downloads claim.

    Now that pl_snowycoast is pretty close to being done, I'll be focused on antiquity's revision which will include updating all the props and textures. I'll be releasing those as I get done with them, like I did with snowycoast's assets.
     
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    Last edited: Mar 24, 2016
  7. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    Ah, I greatly appreciate it! I know this is probably a big ask, but could you possibly add a model of some kind of Khmer-themed window, that I could stick on edifices to make them look more like buildings? A bit like the pipe outlet used in anything with sewers, that sort of thing. Anyway, it's just a thought, but it's something I've really wished I had when working with a Khmer/Antiquity/Angkor themed map.
     
  8. EArkham

    aa EArkham Necromancer

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    I have some layout changes I want to make and get tested before I do the asset creation. Don't really have an idea how this will all schedule out yet; I'm still working on paintovers and planning.

    Do you have a reference image for what you're talking about?
     
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  9. Sniggyfigbat

    Sniggyfigbat L1: Registered

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    I admit, I don't have any concrete specifications, merely a need for more decor. For example, having a couple of variants on the horizontal band at the top of this temple, which I could just glue onto various edifices, would be really useful. Ditto for the window-pattern-things on this temple, or a tile-able version of the pillars on this temple (to be used carefully), or a version of the carvings here, and so on and so forth. Essentially, generic jungle-temple type decor, of the sort that, used sparingly, could really bring a map to life. All these images, by the way, were found simply by searching Google for 'Aztec temples', 'Buddhist temples', an even more generic 'jungle temples', that sort of thing.

    Anyway, as I said previously, I understand this is a big ask, it's just something that might make designing with such a theme significantly easier. I certainly don't wish to add excessively to an already very generous workload - I really do appreciate all you've done for the mapping community.
     
  10. EArkham

    aa EArkham Necromancer

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    I thought you had something specific in mind, like the fake windows with balustrades seen in Angkor Wat.

    That first image isn't an authentic temple btw. Looks like some theme park thing in a pseudo-Mayan style. Second one looks Indian. Those two styles aren't really in the vein of what I'll be doing for antiquity, but the last two (Thai(?) and Cambodian) will be.

    Anyway, I'll release the assets as I do them, but that'll be after gameplay changes.
     
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  11. Hyperion

    aa Hyperion L16: Grid Member

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    Did you release assets as a Mayan pack or are these different assets?
     
  12. Yrr

    aa Yrr An Actual Deer

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    Antitquity is not Mayan.
     
  13. EArkham

    aa EArkham Necromancer

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  14. EArkham

    aa EArkham Necromancer

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    Tossing this here just in case someone has feedback on it. This is the colour palette I'll be using for the antiquity revision:

    [​IMG]

    As you can see, this will be a departure from the current tones of the map. The colours were sampled directly from 30 references image, which themselves were picked from 120 references. I was surprised to find that the team colours sorted themselves out. Accents and highlight/shadow colours won't be used directly.

    I'm working on assets first because finishing those first means I can release them for other people to use for the Jungle update.
     
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  15. Grand Maester Zaenoch

    Grand Maester Zaenoch L2: Junior Member

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    i like the moon door area in the screenshot al ot
     
  16. EArkham

    aa EArkham Necromancer

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    WORKSHOP SUBMISSION LINK

    Completely revised and updated with new assets, a new look, easier routes, less crap to bump into, the works.

    If you're familiar with the old layout, you will be familiar with the new as well, with some notable exceptions and changes:

    * Additional connections to make team rotations easier,
    * Changed the cover on last and removed half of the large obstructing structure (lot of complaints about sentry spots here)
    * Mid and 2nd are both raised control points now, to address various game dynamic issues
    * Additional and easier access to the top of the temple at mid
    * All spawns and forward spawns now have two exits
    * That annoying ditch and tunnel at second has been removed entirely
    * The garden area leads more directly to and from the 2nd point
    * Completely revamped artstyle! Now the place actually looks more like Ankor Wat!
    * ...and a bunch of other things too numerous to mention

    [EDIT] Forgot to mention the timings:

    Total time for the Antiquity Asset Revision - 95 hours 26 minutes (textures, models, etc)

    Total time to iterate from RC1 back down to B15 - 76 hours 36 minutes (complete rebuild, only keeping the portal locations the same).

    Get the complete asset pack here:

    https://tf2maps.net/downloads/antiquity-cambodian-assets.3980/



    Read the rest of this update entry...
     
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    Last edited: Jun 30, 2017
  17. Crash

    aa Crash func_nerd

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  18. EArkham

    aa EArkham Necromancer

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    Download linkage fix.

    I changed the version before including the new link, so it didn't think the version changed when I added the link. This little bump fixed that.

    Read the rest of this update entry...
     
  19. Crash

    aa Crash func_nerd

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    Asked for some specific clipping feedback, so here's some stuff I ran into during our HonC test:

    [​IMG]
    [​IMG]
    [​IMG]
    This last one was the most troublesome one. Kept getting caught running up the stairs. If you have a vertical "ramp" leading to that lip, just change it to a flat plane. You get caught up on those kinds of things going up other ramps.

    I'll try to do a local server run around on it when I have time, I'd be able to find things easier for you.
     
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  20. EArkham

    aa EArkham Necromancer

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    Awesome, I'll have all of those fixed for the next version.

    The last one already is fixed in my copy of B16... after you mentioned it on steam, I looked, realized there was no clipping preventing hitting those detailing props, and went ahead and clipped that.

    By the way, b4nny walked the map while on Twitch. Egan was kind enough to send me the link. Short list of things he suggested (just so folks get an idea of what will come in B16):

    • Left spawn exit will be changed so you can't defend the point from the doorway (oops)
    • Opening up a little path directly under 2nd so that area behind the point isn't useless
    • Removing some walls/simplifying/improving visibility in the lobby area before last (pulling down that plastic wall, opening up the choke into the flank route, and making one main route to last on the top rather than the two parallel that are currently there)
    • Compacting mid a bit so it's not quite so massive

    Some other things, too, but those are the major ones. I've been totally hyped to get really solid competitive-minded advice, it's everything I could have wanted. Pretty much going to do everything he suggested.
     
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