Pharaoh rc1

By Excalibuur

  1. Excalibuur

    Excalibuur L2: Junior Member

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    *** Changes for the release client ***

    * Changed the color of ALL ambient lighting from the redish color to a more natural sun color

    * Rebuilt and shrank the final red spawn room to allow faster access to the final point.

    * Expanded the size of the "sniper deck" at the beginning of the map

    * Relocated the entrance to the overlook between points A and B for balance

    * Added more props, including some that can be built on

    * Added an easter egg to reds 1st spawn room

    * Rebuilt the balcony in the cave (added cover and eliminated the remaining parts of the old moving platform)

    * Added over 30 new light sources to brighten up the darkest areas.
    IMPORTANT NOTE: depending on your brightness settings some areas may still be a tad darker but i needed to balance functionality and looks equally

    * Added more clip planes to eliminate a few exploits


    CHANGES FOR RC1

    * removed the ugly shadows from the track
    * Fixed a bug with the respawn visualizer on blues last spawn point.
    * Tweaked a few of the cap times.
    * Updated screen pics coming tomorrow to show no shadows on track
    Excal
     
    Last edited: Sep 13, 2010
  2. pl

    pl L5: Dapper Member

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    Looks very nice - but I think perhaps a little linear and open in some parts :)
     
  3. Tekku

    aa Tekku

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    Can't wait to play this. Submit for a gameday :D
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I love the look in the first screenshot. Great job!
     
  5. Omnomnick

    Omnomnick L6: Sharp Member

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    This looks great, the idea of an Egyptian PL map is nice! :)
    I hope the Pharaoh blows up at the end, that would be nice.

    But yeah, looks a tiny bit open in places, but that's easy sorted by gameday testing - especially for Egypt styled maps where you can just add random bricks to an area as cover.
     
  6. Wegason

    Wegason L4: Comfortable Member

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    This looks very, very nice for an Egyptian map, submit it to a gameday I'd love to play it.
     
  7. Kaz

    Kaz L1: Registered

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    :O
    Egyptian PL!
    Been wanting to see a well detailed Egyptian payload, may make one myself one day. :D
    Anyway, it looks awesome, hope to play it one day!
     
  8. Excalibuur

    Excalibuur L2: Junior Member

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    thanks for the feedback guys i appreciate it. In screenshot 2 the big doors slowly open to reveal a crypt. It is loaded with crates and barrels of explosives and that is what blows up at the end. In addition, the top part of the pyramid comes falling down.

    In screen shot number 6 the areas on the floor with the hyroglyphs open up and stairs rise up to allow blue access to that area of the map after the cap point c. this one one of the bugs i am scratching my head on however :( the stairs rise up very very dark and DO NOT take on the lighting of the room.


    Thanks for the feedback everyone i appreciate it!

    Excal
     
    Last edited: Aug 30, 2009
  9. Excalibuur

    Excalibuur L2: Junior Member

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    Positive Ratings:
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    **** BETA 7 RELEASED ****

    Some of the changes are as follows....

    * The final event is finished, make sure to duck
    * Added MANY signs to improve navigation
    * Tweaked and added lighting in the darker rooms
    * Fixed the red spawn exploit
    * Redid the red shortcut. Red now has a shortcut to C as well.
    * Finished the displacement work (the ramp)
    * Finished the skybox, this turned out amazing (all thanks to blade)
    * Added the last windows to the sniper room
    * Moved the entrance for the room by cap A (hopefully room will get used now.)
    * Added clips to the rooftops in the pyramid
    * Added many more props and clutter to the entire map
    * Added a no build to the rooftop outside the blue sniper windows in the pyramid
    * Tried A couple of things to address the scoring bug and the announcer bug.

    There are a few things that still need to be done. Such as texture tweaks, lighting on the walls not looking right etc.

    http://www.mediafire.com/?ymzxdmcjqby

    Have fun all!

    Excal

    PS... screen shots to follow shortly....
     
  10. Excalibuur

    Excalibuur L2: Junior Member

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    removed old screen pics here
     
    Last edited: Sep 14, 2009
  11. Fraz

    aa Fraz Blu Hatte, Greyscale Backdrop.

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    I dont know if you solved this, but lighting is calculated when the map ocmpiles. So to stop really dark stairs, have a light entity underneath the ground that opens up. So the stairs will be lit when they rise.
     
  12. The Political Gamer

    aa The Political Gamer

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    I really like the 5th picture. :)
     
  13. Lockhart

    Lockhart L2: Junior Member

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    I like the 2nd updated picture. That room looks like a lot of fun.
     
  14. Excalibuur

    Excalibuur L2: Junior Member

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    Beta 8 released. New pics post at top of thread as well as the change log.

    Excal
     
  15. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    I think this version will play out a lot better with the changes that have been made. =)
     
  16. Excalibuur

    Excalibuur L2: Junior Member

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    The latest beta is being played daily on the server community i frequent. Response has been great and it is a blast to play. There is really only 1 bug remaining ( the moving stairs trap people as they move) Other than that it is just a matter of adding eye candy etc. Hopefully i will put it up for play test here very soon.


    Excal
     
  17. Xi.Cynx

    aa Xi.Cynx Former Alias: †Blade†

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    Let's get some comments on this guys. If this final beta goes good we are going to release it into a gameday. We are testing it on a separate server right now. Unless enough people here want to play test it. Then we will put it up for play test this upcoming gameday. Let's hear your comments on what you think from the screenies. If need be I do believe the BSP is up for download. So run through it if need be =)
     
  18. The_Ulf

    The_Ulf L6: Sharp Member

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    Please, please PLEASE use lights colored something other than off-orange-red for the interiors (I don't mean get rid of the torches and pyres, but add other sources of light that are different colors).

    The fourth and fifth screens made me nearly hit the max of my EGYPTIAN RAGE meter - all I can see there is players dying in constant confusion of which team everyone else is on. Washed out red in a sea of yellow is not precisely fun.

    Don't get me wrong, you've detailed this well for Egypt theme (I do love that train track through the bridge over the water); it'd be a shame to fall into the same boat as every new mappers token generic Egypt firstmap.
     
    Last edited: Oct 12, 2009
  19. Nerdbot

    Nerdbot L7: Fancy Member

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    Holy crap! No idea how this slipped under the radar on me, I love the photos and the way you worked with the Egypt theming. I'm gonna download it and tell you what I think.

    From the screenshots, though--I feel the way that the payload track just starts from the middle of nothing looks ugly. Have the track bend into a closed off doorway, or have the ends covered up by sand, at least.
     
    Last edited: Oct 12, 2009
  20. Excalibuur

    Excalibuur L2: Junior Member

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    thanks for the responses guys.

    Actually the map has been played constantly through the entire process, and there has never been an issue with " which team is that guy on" As i said in the description, the screen shots are pretty dark to how it is in game.

    However that being said..... if lighting adjustments turn out to be needed, i have no problem with that.


    As far as how the track starts off, you have a good point on that one :)

    Excal