Giza

Discussion in 'Map Factory' started by n30n, Aug 23, 2009.

  1. n30n

    n30n L4: Comfortable Member

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    Hi!

    KotH in Egypt setting. Red and Blu are fighting for this huge stockpile of gold that somehow survived to present times... maybe due to this ancient curse? Who knows.

    Last night i had this crazy idea to make KotH map inside piramid! And after 20 odd hours of work here it is. Its far from done of course. Its fairly detailed right now, everything is subject to change. Please leave comments ;)
     
    Last edited: Nov 15, 2009
  2. absurdistof

    aa absurdistof

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    Looks great just downloaded going to do a single player run-through.. Will continue this post.

    SO, there are a ton of misaligned textures on walls, especially corners, or merging roofs. I suggest going over with a fine-tooth comb in hammer and checking it out.

    Secondly, A lot of architecture does not match up. Namely, The main outdoor ramp into the central pyramid (that also branches into the wooden one that goes around) does not match up with the floor of the pyramid it is going into.

    Thirdly, I would suggest making literal iron bars to go in place of the barbed wire that lets you see into the pyramid.

    Fourthly, It would be great if the wooden ramps going up the side of the pyramid could be attached by perhaps another ramp to the one I talked about earlier. It is also not completely attached to the wall of the pyramid (People wont think it's weird if it perfectly lines up).

    Finally, the fences on the outside that lead into the pyramid should go all the way into the pyramid not just stop where the pyramid starts, and the chicken wire inside the spawns would look better with the fence texture. (and you might want to clip the pyramids if you already haven't)

    Excellent layout, this map will be a gem once you finish it. It's got great size and looks to have a good flow to it too. One final thing I just remember lol is that the doors to the spawn open horizontally, while in traditional egypt maps they open vertically.
     
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  3. J4CK8

    J4CK8 L11: Posh Member

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    Why whenever I think of a map idea do I see another map recently uploaded with that idea?

    Anyway, it's a nice looking map and the list above basicly explains all the bugs that need fixing.

    I'd advise you to use just one orange light entity in the centre of your dark rooms to light it up a bit. In my map (Also koth AND egyptian) I had a problem where people would say they couldn't tell whos team someone was on becuase it was too dark. I added one light in the centre of the room and I personaly think it not only lights the room up, but makes it look better.
     
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  4. n30n

    n30n L4: Comfortable Member

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    Above all thanks for helpful feedback!

    Textures are broken, yes, ive fixed some and will change all i see. Main ramp and wooden ramp are aligned now. Changed silly wires into more intimidating steel bars. No more chickens as well. Fences around map redesigned. every place i dont want players is clipped to hell and back. Or so i think...

    That part about fences i dont really get. Anyway, next version will be upped shortly

    So you;re saying that i should remove most red lights from torches and leave one in the room right?
     
    Last edited: Aug 23, 2009
  5. n30n

    n30n L4: Comfortable Member

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    New version!
    Fixed ramps.
    Doors are more Egypt like.
    Added more details.
     
  6. absurdistof

    aa absurdistof

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    Sweet. I'll download and post later tonight haha as single player run-through v2. Put this up for gameday?
     
  7. n30n

    n30n L4: Comfortable Member

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    A3 done... compiling now. God i cant stop working its 5 bloody am here :/ And i sure will sign it for next gameday.
    E: and its live. Few textures are misaligned and theres nodraw visible in few places. Also you can get stuck in most fences, gotta redo clips.
     
    Last edited: Aug 23, 2009
  8. absurdistof

    aa absurdistof

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    Ok. I have a ridiculous amount of pictures. Just little stuff though.
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    And if you cant read my crappy paint writing, tell me lol.
     
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  9. absurdistof

    aa absurdistof

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    Aand section 2: pictures 7-12
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  10. absurdistof

    aa absurdistof

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    FINALLY, section 3: pictures 13-18
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    And finally...
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    Yeah so basically I just ran around the map and looked for weird things. I like the new detail (door scaffoldings and the iron bars are nice and shiny, maybe a tiny bit too wide if you are willing to tweak that but it's really not necessary)

    The one thing I didn't get in picture was that the sand displacement blending with the ground often stops pretty suddenly and steeply, smoothing it would look more natural.

    The map is still great just a few tweaks and it'll be time for the art passes which I'm looking forward too.

    I think I might have done the a3 idk, but DAMN! you pump out updates FAST!

    OT: I suicided as a demo and rolled down a sandy ramp which is awesome and I lol'd and I don't know why...
     
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    Last edited: Aug 24, 2009
  11. Omnomnick

    Omnomnick L6: Sharp Member

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    Wow, the general idea of this map is great. I havn't played it but from the look of absurdistof's post you have a bit of work to do. I'd say this will turn out great after a few repairs here and there. :)
     
  12. n30n

    n30n L4: Comfortable Member

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    Woah thats alot ;] Im not gonna comment an all pictures but it will be fixed. Thank you very much!
     
  13. n30n

    n30n L4: Comfortable Member

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    New alpha is live and hot.
    Changes:
    Added more details here and there.
    Fixed tons of misaligned textures.
    Added some ramps and displacements.
    Added respawn room visualizers.
    Spawns are bigger now.
    Added soundscapes.
    Added stuff.
    Cubemaps may be broken. They were fine but when i started map again they be gone :/

    Also is there some sort of issue in koth prefab from ABS? When i start map fps is realy low, but when round starts its fine.
     
  14. J4CK8

    J4CK8 L11: Posh Member

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    My egypt map is doign that too...strange. I thought it was HDR at first, but now you say that...

    nice update list anyway
     
  15. n30n

    n30n L4: Comfortable Member

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    New version alpha 5a!

    Changes:
    Tons of detailing work done, most notably 3d skybox and displacement ground.
    Fixes to broken textures.
    Some minor geometry changes.

    Please download and post some delicious feedback!;)
     
  16. absurdistof

    aa absurdistof

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    Wow I missed a lot! Will edit this after I'm done checking...

    Ok, wow just played it sorry it took so long, got some more pic's for ya. Love the detailing by the way.

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    Last edited: Aug 26, 2009
  17. n30n

    n30n L4: Comfortable Member

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    New version alpha 5b is live! Download

    Fixes consist mostly of minor visual issues
     
  18. n30n

    n30n L4: Comfortable Member

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    New version alpha 6.
    Fixed tons of stuff.
    Added HDR and custom gold texture.
    All new screenshots in first post.
    Download

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    Please post any bugs you find and what you think!
     
  19. nik

    nik L12: Fabulous Member

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    that was super epic absurd.

    probably the best feedback I've ever seen
     
  20. absurdistof

    aa absurdistof

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    This. Looks. Epic. Will do a final (by the looks of it) run-though if thats aight. Edit post later

    Think this might be my final photo-run here looks excellent :D
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    Ok so the thing I have circled is some boxes, sorry I was in mat_fullbright 2
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    Yey!

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    Great job on the map, man. It looks like it will be positively awesome. Here's just some quick stuff I noted but couldn't really put in picture format(namely my paint-mouse-writing "skills").

    Firstly, I noticed that there were very few ways to get on to the buildings with the ramps in between. This may be on purpose, but seeing how the only way on is even a bit subtle, as of now I can't see too much activity on it.

    Secondly, the null texture in place of the gold looked really, really shiny, if that's the case with the cold allow me to advise against it and keep the spec. map a bit more shiny than the sandstone. Also, keeping the bump map/uv map for the hieroglyphs, but using the gold texture would be awesome.

    Thirdly, some areas of the map seem like the player has to navigate somewhere not obvious to the point where it seems almost wrong to go that way. This is namely the intersection of the corner of the building (that you can hop up via barrels), the spawn tunnel (with the iron windows) and the pillars. I just get this "off limits" vibe from it.

    That's all I have on the top of my head. I can't wait to see this map in gameday, especially with some more detail in the betas. The 3d skybox is great too.

    :D :D :D :D :D

    -Absurdistof
     
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    Last edited: Aug 28, 2009