Scarab

Scarab RC6

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Zhiris

L1: Registered
Apr 26, 2020
29
18
I always wanted to make a map with this theme and gamemode so I am immense happy to see others are actually trying it out!
That said let me give some feedback on my testing on your map.

Your spawn room is nice wide and open and feels like a good welcome to your map, it sets the style right away.
The only thing which can be a problem is that your spawn room only goes to one doorway leading to the bigger room with the resupply closets, the enemy can actually shoot projectiles and every kind of damage output can go straight into this resupply room.
I tried to make a sticky trap on the only doorway and it works, people will abuse this if it's released like this.

The middle point is where the map starts to shine, the temple and open outside area is amazing and there is already plenty of spots to rocket jump make sentry camps and find a good sniper spot.
Health/ammo packs are on logical spots and easy to come by.
it's your first version of your map but the build is already pretty solid and already textured!

I do have a question about the theme running trough the map.
I love the green fire and you can see it has to do something with a curse since you can see the green portal you placed in the background what fills in the theme nicely with the skeletons being summoned from your hidden room what opens.
But it is mixed with the wacky Halloween pumpkin bombs what normally is placed when the map tells that the mercenaries have their wacky set up battle ground.
But I feel like it should tell a story of a Desert temple found by explorers which goes wrong and it collects their souls and other cursed things like skeletons being awoken.
One of my favorite maps (cursed cove) actually has this also covered, it's a halloween map but it also tells a story which didn't fit the "pumpkin bomb merasmus needs souls so he lets the mercenaries fight over it" theme many maps have (mouthful)
Maybe you can change the colour of the torches to green when the portals open to make it more spooky and fitting!

Sorry for the long text, I love your map and you have something good going here. I love it!
I hope someday I will achieve something like this myself!
 

Suna

What's a greybox?
aa
Nov 10, 2017
416
627
This is the map update it happens only once every 5000 years
Leave feedback in the next 20 seconds or you will never have imps again.

  • Removed Underworld
  • Moved spawn(s) to make use of the back outdoors area
  • Reworked route from spawn to temple
  • Added additional outdoors space in what's now the spawn lobby
  • Removed spawn lobby
  • Added crocodile deathpit(s)
  • Capture zone(s) is now in temple, and at pyramid, rotating.
  • Detail improvements
  • Added spawn doors
  • Added team colouration to many areas
  • Lighting improvements

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Zhiris

L1: Registered
Apr 26, 2020
29
18
You are some kind of miracle worker since I have no clue how you changed your own map so drastically in such a short period of time.
Removing the underworld really gives back the focus on player Destruction and makes the gimmick of the walking skeletons less annoying and more a strength of your entry.
I really think the map is actually much better compared to pd_pit_of_death_event by far.

The confusion for now players is completely gone with the new team coloured bricks and a easy to follow spawn room.
Your map starts to look stunning!
Removing the underworld also really helps to bring back focus on the gameplay of the gamemode.
20200428211730_1.jpg
Your loadout is so much better the only thing actually sticking out is your odd placement for the capping area.
The capture zone you placed has green lines on the edges of the boxes you placed. (see screenshot)
Have you thought about opening your Temple perhaps to enter the room to offer the souls players collected to a giant sarcophagus/statue/urn/portal < whatever.
It is the center point of the map and it would do wonders for the theme.
The croc pond is adorable <3

Fair to say I am a big fan of your amazing work so far and I wouldn't be surprised if this map ends up in Scream Fortress this year!
 
Last edited:

Suna

What's a greybox?
aa
Nov 10, 2017
416
627
  • A tunnel has been dug from each house to the alligator pit
  • Removed many walls in temple
  • Added a new highground route in temple
  • Flipped the platform layout at the mausoleums so attackers have highground access onto B
  • Added a bridge from the mausoleums to the B scaffolding
  • Rotated B scaffolding 90 degrees
  • Adjusted pickup placements
  • Added an extra route out of the low-ground spawn lobby
  • Reduced skeleton spawn frequency
  • Increased size of the B capture area
  • Changed sound effect for skeleton spawns to be less similar to the cap point deactivation sound
  • Reduced respawn times
  • Lighting overhaul
  • Audio improvements

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
  • Raised spawn areas
  • Added custom hud icons (more coming later)
  • Added new gimmicks
  • (Former) Skeleton room is now partially open to players
  • Increased the size of capzone B and removed some cover
  • Audio improvements
  • Slight fog changes
  • Clipping improvements
  • Bug fixes
Hurried this update for an imp, will get another update out soon

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
I want to start this off by giving a big thanks to 14bit who help a lot with the brainstorming of these changes.

  • Remade most of the map
  • A is moved into mid, with the temple area now simplified, transformed into a flank route
  • Crocodile pit is now in the temple
  • 'Houses' next to mid have been renovated to meet modern standards
  • Moved spawns further back
  • Added additional building between spawns and mid connectors, this is used as the spawn connector
  • Completely remade spawn
  • Replaced 'heal' event with 'magic' event
  • Events now 'cycle', guaranteeing that every event will occur at least once per standard round.
  • Added additional voicelines
  • Fog changes
  • Optimisation improvements
  • Lighting improvements
  • Map now uses Freyja's Egypt theme, instead of stock.
  • Events now occur when the point closes, rather than being on a random timer (this may have been changed in the last version, but i'm not sure)
  • Fixed some events not working as intended
  • Increased map file size :)
  • Added a nipple to A
  • Added a jigglebone to scout's dick
  • Removed you. That's right. You're gone. Leave.
  • Rats
  • Detail improvements
  • Added super-dynamic respawns
  • Help idolon is holding me hostage and forcing me to update thi-
  • Everything is okay, pay no attention to the above patch note
  • Added (a lot of) candles
hciuh04a6k.png


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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
  • Plugged up a problematic sightline
  • Fixed some props being weird
  • Fixed the water in the alligator pit being static (another fix coming next version)
  • Added additional spell pickups
  • Fixed some pickups not disabling in jarate spell
  • Extra optimisation
  • Added wind
  • Clipping pass
  • Widened the deathpit door
  • Fixed spell hud not appearing

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
  • Fixed collisions on multiple props
  • Changed the water colour in the croc pit from light blue to dark blue
  • Further clipping improvements
  • Fixed many texture and displacement seams
  • Lighting improvements
  • Audio improvements
  • Added several new effects for events (particles and sound)
  • Finale particle improvements
  • Added shake effect for when a capzone closes
  • Reduced the height for the capline glow outline
  • Altered pickup quality and quantity

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
  • Improved lighting
  • Reduced event frequency
  • Remade voicelines to be clearer (though they are now quieter)
  • Fixed doors going through the spawn roofs
  • Changed spawn positions so players no longer need to make a 90 degree turn to exit spawn
  • Reduced time between point activation/deactivation
  • Detail improvements

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
We hit beta! Woohoo!

  • Complete re-artpass of almost the entire map. (Asymmetry, wow!)
  • Flank on A is expanded to be wider and taller.
  • Crocodiles have been fed.
  • The skeleton pit on B has had additional excavation work done.
  • Environmental lighting changes.
  • Fog improvements.
  • Added secret banana.
  • Voiceline improvements.
  • Lighting improvements.
  • And much more!
    20200803004712_1.jpg

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