Chamber

Discussion in 'Map Factory' started by Ten19, Nov 19, 2009.

  1. Ten19

    Ten19 L2: Junior Member

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    Once again BLU and RED find themselves at the same place at the same time. Both have been excavating in this mountain range for the past six months, and both have come across an astonishing find: the remains of an underground temple and most notably, a natural open chamber that this ancient civilization seemed to prize the most.

    Of course, both sides want control over the ancient ruins, most likely for maximum profit from rich artifact dealers.

    ~~~~~~~~~~~~~~~~~~~~

    Chamber is a standard KotH map, with three major lanes of passage (with a couple minor ones), including one that comes right up near the capture point.

    The ground/gravel texture is a tweaked version of the core Valve one, and of course, being Alpha 1, nothing is concrete. Just trying to see if the flow will work.
     
    Last edited: Dec 14, 2009
  2. The Asylum

    aa The Asylum

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    Looks a bit big for a KOTH map, doesn't it?
     
  3. Ten19

    Ten19 L2: Junior Member

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    That's what I want to test... though you do get to the chamber pretty quick from the spawns, but there is a bit of extra room for other paths.
     
  4. Lancey

    aa Lancey Currently On: ?????

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    Looks spiffy, but the gametype in the thread says CP.
     
  5. tehn

    tehn L2: Junior Member

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    I do like the texture in the third picture. Overall it looks interesting.
     
  6. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    Well, it is :p As opposed to koth with a flag.
     
  7. absurdistof

    aa absurdistof

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    It looks interesting, but judging from the overhead, the only real place to fight is the center, so being a spy/scout/sniper/medic will be pretty difficult as this looks like it could lead to a spamfest. Also, why are there long tunnels leading to the hill? it looks like these will only serve spawn campers and make the walk a lot longer for the team.
     
  8. Ten19

    Ten19 L2: Junior Member

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    There are two large rooms on each side that also give plenty of room for conflict, hopefully. There's only one long tunnel that leads to the chamber, the other two main paths get you to the middle pretty quick. Also the long tunnel brings you right up to the base of the CP, making it a time vs. reward sort of thing.

    If testing shows things getting to spammy, I'll adjust, but I'd like to see it in action first.
     
    Last edited: Nov 19, 2009
  9. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Purely atristic viewpoint: The red rock walls do not match the rest of the map, and certainly do not match the sandstone colored egyptian textures.
     
  10. Ten19

    Ten19 L2: Junior Member

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    Yep, most of the textures are placeholders. I just didn't want to go full-on dev texture.
     
  11. .fortune

    .fortune L1: Registered

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    If I were to judge this solely on the overhead view, I would think this was a 5 cp map. I'm interested to see how this plays out as KotH.
     
  12. Ten19

    Ten19 L2: Junior Member

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    Updated the map picture to hopefully better illustrate the major paths from spawn to cap.
     
  13. Nutomic

    Nutomic L11: Posh Member

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    The hydro concrete doesnt perfectly fit with the egypt textures, might want to change that.
     
  14. Ten19

    Ten19 L2: Junior Member

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    None of the textures are final, just wanted to put something there instead of dev textures that was in the neighbourhood of what I ultimately want. Ideally, the egypt textures will instead be a mossy/ancient temple stone... thing and the hydro will be something that matches it well (may have to go custom textures for what I have in mind).
     
  15. Ten19

    Ten19 L2: Junior Member

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    Oops. Hotfixed the missing models, should be suitable for a gameday now. Thanks to the calculatedChaos testing for helping me out with the first pass.
     
  16. Ten19

    Ten19 L2: Junior Member

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    Gameday bump, any feedback is appreciated.
     
  17. Ten19

    Ten19 L2: Junior Member

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    Alpha 2 is out, the major changes include:

    * Spawnroom reconfiguration, easier to see the three paths
    * Restructuring of all three paths
    * Shortening of most routes, additional geometry to tighten space, a bit of detail and reductionof sniper lines

    Would love to get any and all feedback on this, especially after a Gameday if I'm able to get in on one.

    (Updated screenshots added as well)