ctf_nile

CTF ctf_nile Beta 2 - Revert and Reverb

Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming submitted a new resource:

ctf_nile - Basicaly return the flag to your enemies

Blu and Red have gained digging rights underneath two opposing pyramids. Upon searching, the teams uncover several artifacts (Flags) that are really neat! It turns out the artifacts are cursed and the teams decide to dump their cursed artifacts in the opposing teams' dig site in order to rid themselves of the curses.

Uses VScripting to handle the hud logic for the flag pickup notifications.
Thanks to P-4rio for their...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 2 Experimental (Or "fine Ill make the map more compact")

Completely redid the central area of the map, making walking times shorter and allowing less of a sightline from the cafe's deck.

Fixed red's capture zone's door sign

Improved clipping on the sphinx
Extended the central entrance into the sphinx to allow more width on the platforms above, added props to help with traversal between the platforms and the paws

Reworded the carrier's pickup message to make sure people know that they have to sacrifice themselves to capture
Added brief hud text...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 2 Experimental (Or "fine Ill make the map more compact")

Completely redid the central area of the map, making walking times shorter and allowing less of a sightline from the cafe's deck.

Fixed red's capture zone's door sign

Improved clipping on the sphinx
Extended the central entrance into the sphinx to allow more width on the platforms above, added props to help with traversal between the platforms and the paws

Reworded the carrier's pickup message to make sure people know that they have to sacrifice themselves to capture
Added brief hud text...

Read the rest of this update entry...
 

Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 2 Experimental (Or "fine Ill make the map more compact")

Completely redid the central area of the map, making walking times shorter and allowing less of a sightline from the cafe's deck.

Fixed red's capture zone's door sign

Improved clipping on the sphinx
Extended the central entrance into the sphinx to allow more width on the platforms above, added props to help with traversal between the platforms and the paws

Reworded the carrier's pickup message to make sure people know that they have to sacrifice themselves to capture
Added brief hud text...

Read the rest of this update entry...
 

Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 3 - Or the "Don't jump too far" update

Changed lighting in the tunnel to not be as bright
Changed collision on sphinx's body to block everything
Created a custom collision body for the sphinx's paws
Moved the health and ammo boxes in the tunnel backward so that they are visible from the central portion of the tunnel

Fixed the red resupply lockers not to be tiny (those were for the tiny desk teammates)

Modified the loading zone door to have a different texture along with a glass window so people can peer in before they continue...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 4 - Now with functioning VScripts!

Yeah, I kind of forgot to pack them into the older versions...

Change Log

  • Changed the side stairs on the sphinx's paws (to add clipping and because I wasn't happy about how the model looked)
  • Fixed clipping issue on the stairs in the cafe
  • Removed large ammo pack near the pit, kept the large health kit though (there is still the medium ammo nearby though)
  • Removed the fire brazier in the admin rooms in the pyramids
  • Reworked the side...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 5 - Putting up the banners!

Added an awning above the main entrance to the cafe
Improved brushwork of the sphinx
Moved the sphinx's sarcophagus backward a bit and moved the health kits in front of it
Moved the forward flag spawn points forward on the table so people can pick up the flag without climbing on the table

Added barrier at the top of the loading dock stairs
Added a cover area outside of spawn room
Moved the crane in the pyramids forward and closer to the broken window to help out jumps

Reworked the...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 5 B - Aka the slightest update ever (but really not in theory)

Turned on collision with the diagonal shade cloth
Various func_detailing and no draw optimizations to help optimization, but primarily to help myself compile the map faster (yay! no more 2-hour vvis times!)
Reworked the props to get over the fences near the spawn
Reduced the size of the stove's hurt brush (no more brushing against it and burning!)

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WhoWee!

L?: Creator of Ideas, Not Projects
Jan 12, 2018
84
35
Would you be able to post screenshots so people know what the map is like before downloading?
 

Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 6 Experimental V2

Yes, this is my second take at doing this redo:

This is an experimental update that completely redoes the center of the map to make it feel open, yet still offers fun gameplay opportunities. The idea is that the center of the map is a winding, sandstone ancient town, residing against a mountain with a "new town" section down below

General updates​

Removed player clip on the arches by the coast to lessen confusion
Fixed clipping on top of blu's garage so people...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 7 (Or the coast guard update)

Reworked the coastal area near the back of the cafe to make it impossible (prove me right demos!) to jump from the water all the way to an entrance into the pyramid

Reworked the connection between receiving side of the pyramids with a ramp down to the main room
Replaced that darn door to the receiving side of the pyramid with an orange door thingy that looks way more like a stock TF2 door (also added massive sign saying capture point above it)
Removed the back point of the middle, really...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 8 - Its over! I have the high ground!

So yeah, joke aside.

Completely reworked the spawn area, teams spawn on high ground and have the option of taking a tunnel inside of spawn. Added a one-way drop where the flag is now picked up.

General Changes:
Replaced the glass texture in the cafe to not be 100% clear
Added clipping to the windows in the cafe such that people can't get caught on the little tiny ledge there
Bumped the walkway across the paws out a bit
Moved the tables around in the cafe to help with jumping...

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Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Gismo Gaming updated ctf_nile with a new update entry:

Alpha 9 - Gamemode Tweaks

Reworked the game mode a bit more:
Players with intel are forced to use melee weapons only and are marked for death (fan of war effect)
Added an RD dispenser to the flag
The flag spawn points now have a beam of light above them for whenever it is active

The goal for this is to make the flag bearers be dependent a bit on working with their team as they make their way to the drop site

Replaced the corner fence piece in spawn (facing the outside) with a...

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Katsu! :3

Veteran Cat
aa
Jul 30, 2021
633
357
Making the flag user have so many debuffs is just going to make nobody want to hold the flag. PLEASE have a brain
 

Gismo Gaming

L2: Junior Member
Jan 29, 2016
63
5
Making the flag user have so many debuffs is just going to make nobody want to hold the flag. PLEASE have a brain
You've got a point there, the rd_dispenser should be good enough to keep teams near the flag bearer, so I don't think it is necessary to have the debuffs on top of that. Currently compiling a new release that rectifies that.