CP sekhmet

Discussion in 'Map Factory' started by EArkham, Dec 28, 2010.

  1. EArkham

    aa EArkham Necromancer

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    Contest entry, reserving thread and name.

    Theme: Nighttime Egyptian style AD CP map. Two control points, ala cp_gorge.

    Stage: B1

    Avoiding doing any custom content for this one since that's the main thing that slows my progress to a crawl on other maps (see: cp_antiquity).

    Planning to do quick playtesting for big problems, but I'm not going to agonize over perfecting it. Just planning to do a few playtests, full detailing, then move on to another more interesting map.
     
    Last edited: Feb 1, 2016
  2. EArkham

    aa EArkham Necromancer

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    Bump cause it actually has screenshots now.

    Also AHH WHY DID I CHOOSE RUINS AGAIN SO TIRED OF BLOCKS BLOCKS BLOCKS.
     
    Last edited: Feb 1, 2016
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    You can give it a construction theme, instead of destruction :p

    I love this bit, I don't know why.
    [​IMG]
     
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  4. Void

    aa Void Local Man Unable To Map, Sources Say

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    orderly piles of blocks > disorderly piles of blocks
     
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  5. What Is Schwa

    What Is Schwa L6: Sharp Member

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    Egypt at night actually looks fantastic. I never liked the washed out intensity of the theme. As far and construction vs. deconstruction, I always like the look of crumbling broken structures, and personally have more fun building that type of stuff.
     
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  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I think the construction stuff could go really well with the egypt stuff, for an Archeology sort of thing. It's hinted at in Egypt, with the scaffolds and the mining stuff, but it doesnt do nearly enough with it. Look at Raiders Of The Lost Ark.
     
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  7. tyler

    aa tyler snail prince, master of a ruined tower

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    I really like your broken obelisk.

    When you figure out the nighttime egypt lighting, can you tell me what you're using? Laziness on that front is basically all that is stopping me from moving forward on koth_altar.
     
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  8. EArkham

    aa EArkham Necromancer

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    Yup, was thinking of trying for a Raiders of the Lost Ark type thing, but having a hard time finding good screenshots that aren't tiny.

    Lighting wise, I'm using the settings from ctf_doublecross. I'll probably have to cheat the ambient up a bit cause it's still a bit too dark imo in the torchlit areas.

    I'll also be adding skylights in various areas for more ambient (pic is from blu spawn interior, which is already detailed since it's unlikely to change too much).

    Here's the light settings I'm using for the torches. I think they're based on either Egypt's or YM's prefab, but I changed the particle and light settings. I also tossed in the obelisks. I think the broken one has some screwed up geometry; I'll probably turn them into models later on.
     
    Last edited: Feb 1, 2016
  9. tyler

    aa tyler snail prince, master of a ruined tower

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    Thank you! Your lights are a lot more orange than mine, and I think I was using the Pipeline lighting. This is very useful, thanks a ton.
     
  10. Sgt Frag

    Sgt Frag L14: Epic Member

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    needs lots of moonlight! The thing with double cross is it has those very tall streetlamps lighting up the ply area really well, torches don't do that.

    Construction would also give a reason to have some bright man made lighting props.
     
  11. The_Ulf

    The_Ulf L6: Sharp Member

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    Oooh! I really like this - now there's actually contrast and tones of blue in Egypt!

    As for the lighting concerns (I think it looks ok from the screens so far, though), you could have excavation lights - big ol' spotlights and whatnot.
     
  12. EArkham

    aa EArkham Necromancer

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    Kerbump. Finally, A1.

    I won't be doing extensive playtesting since the deadline is so close. Probably just a few test runs for big playability issues, then detail everything and move on to something more interesting.
     
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    Last edited: Feb 1, 2016
  13. Seba

    aa Seba DR. BIG FUCKER, PHD

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    "Now that I have an a1, I'm moving on to detail." lul, I wish you luck; let's see how quickly this gets pretty :D
     
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    [​IMG] People get stuck here

    Overall, I felt it was a pretty good map, there though was a few places were doorways were too thin, and hard to easily get through. Also, the area right next to this spot in the screen, with the ramp going up/down, I felt it wasn't used very much, but is a good part of the map. I'd think you might want to find a way to make that area more appealing for players.
     
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  15. EArkham

    aa EArkham Necromancer

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    A2 ready to go!

    I think that rock is fixed, plus most of the things noted so far in playtests:

    * Texturing and detailwork in various areas
    * Increased lighting ambience slightly
    * Reduced open/close speed of door @ BLU forward spawn
    * fixed various reported issues from playtests (displacement seams, etc)
    * Made the gully between CP1->CP2 more shallow
    * Changed health packs in gully to full, tweaked a couple of other placements
    * Widened secondary door from red spawn
    * Revised main red exit somewhat (still needs a diff model?)

    Gully is shallower and now has a full health + ammo, so might be more useful to generally go there... still going to be at a significant height disadvantage.

    Also updated screenshots in the first post.
     
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    Last edited: Feb 1, 2016
  16. EArkham

    aa EArkham Necromancer

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    A3:

    * Brightened ambient lighting
    * Reduced respawn time of BLU slightly
    * Reduced cap time of CP1 by 5 seconds
    * Continued texture/detailing work
    * Additional hints and areaportal correction
    * Tweaked some doorways to affect visleaves
    * Increased time granted for capturing CP1
    * Increased the size of the area around CP2 slightly
    * Improved general defendability of CP2

    [​IMG]

    Probably jumping to Beta for next version since the deadline is so close. Depends on if I can get rid of all the dev textures.

    Will probably do better playtesting after the contest.
     
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    Last edited: Feb 1, 2016
  17. Micnax

    aa Micnax I maek map

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    Looks even more sexier now!
     
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  18. Boylee

    aa Boylee pew pew pew

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    Good job on making the Egyptian theme actually look nice. ;)
     
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  19. EArkham

    aa EArkham Necromancer

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    Aaaand fully detailed for the contest. B1.

    Still more I wanted to do for the RED spawn, and lots of little things to fix here and there, but MEH. Later, after the contest.

    [​IMG]
    [​IMG]
     
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    Last edited: Feb 1, 2016
  20. Gio

    Gio L1: Registered

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    After a few playthroughs on a fairly competitive server (it was the first time on the map for most of us), I came to the conclusion that the forward BLU spawn is an unnecessary deathtrap.. It's a box with one door where BLU team can be easily trapped. Building up an ubercharge (or a pair) might break you out, depending on your opponent, but time can be a major factor in pushing for point B.

    Perhaps removing the forward BLU spawn would improve map flow? Engineers can help BLU keep pressure on RED without the killbox situation.
     
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