- Mar 17, 2009
- 84
- 60
Story
Some ancient Inca ruins high in the mountains of Peru hold a secret source of unimaginable power that the Administrator desperately wants to control. Mercenaries have been dispatched to secure the site, but have been given strict orders to touch nothing!
Gameplay
It's largely an experiment in extreme vertical combat and freedom of movement, but being as unethical of an approach as I think this is it may all go horribly wrong, only play testing will tell. D: It's currently a 5 point push map, but I may experiment with other game modes like koth in the future.
Visuals
I'm going for semi-stylized/fantasized ancient city inspired by various pre-columbian era architectural designs (Maya, Aztec. etc.) with a particular focus on Machu Picchu and the Inca's.
History
Sacred is a kind of “spiritual successor” to Spire, a map a few of the old timers
here may vaguely remember me releasing many years ago. Were the hell does the time go? Anyway, I quickly discovered shortly after the initial alpha release of Spire that it just wasn’t going to work the way I wanted it to and that it would require a complete overhaul. Sacred is the result of that overhaul. So after two years in the making hopefully it will have been worth the wait. :lol:
I haven't actually been working on it constantly for two years straight though. I originally started working on the resign immediately after the first release of Spire, but the problem was that I really wanted to create a map that was unlike any other TF2 map out there in both visuals and gameplay and this was an extremely tall order for someone's first stab at building a “normal map”. I could have just gone the easier traditional way, but I always find that boring. So this made it more challenging and complex then it needed to be and I found my self stuck on how to go about it.
On top of that Valve continued to unintentionally discouraged me from continuing my work on it with all the promotional and micro transaction crap that they added to the game that I felt was degrading the whole experience for me. So I ended up shelving the whole project a little while later. I did go back every once in a while and take a stab at it again when I was bored, but nothing really progressed, until about a months ago when I suddenly found inspiration again. I now feel that I finally have it at a level suitable for public testing.
Some ancient Inca ruins high in the mountains of Peru hold a secret source of unimaginable power that the Administrator desperately wants to control. Mercenaries have been dispatched to secure the site, but have been given strict orders to touch nothing!
Gameplay
It's largely an experiment in extreme vertical combat and freedom of movement, but being as unethical of an approach as I think this is it may all go horribly wrong, only play testing will tell. D: It's currently a 5 point push map, but I may experiment with other game modes like koth in the future.
Visuals
I'm going for semi-stylized/fantasized ancient city inspired by various pre-columbian era architectural designs (Maya, Aztec. etc.) with a particular focus on Machu Picchu and the Inca's.
History
Sacred is a kind of “spiritual successor” to Spire, a map a few of the old timers
I haven't actually been working on it constantly for two years straight though. I originally started working on the resign immediately after the first release of Spire, but the problem was that I really wanted to create a map that was unlike any other TF2 map out there in both visuals and gameplay and this was an extremely tall order for someone's first stab at building a “normal map”. I could have just gone the easier traditional way, but I always find that boring. So this made it more challenging and complex then it needed to be and I found my self stuck on how to go about it.
On top of that Valve continued to unintentionally discouraged me from continuing my work on it with all the promotional and micro transaction crap that they added to the game that I felt was degrading the whole experience for me. So I ended up shelving the whole project a little while later. I did go back every once in a while and take a stab at it again when I was bored, but nothing really progressed, until about a months ago when I suddenly found inspiration again. I now feel that I finally have it at a level suitable for public testing.
Last edited: