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KotH Sekhmet B4

Egyptian KOTH map.

  1. EArkham

    aa EArkham Necromancer

    Messages:
    1,399
    Positive Ratings:
    1,640
    KOTH variant of cp_sekhmet. Hopefully this will play more smoothly as a King of the Hill.

    First release is already Beta simply due to copying existing detailing/brushwork and converting it to the new gamemode, but gameplay is the focus of balancing/changes.
     
    Last edited: Aug 9, 2011
  2. Limeaide

    Limeaide L2: Junior Member

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    I liked the old nighttime style...
     
  3. Fredrik

    Fredrik L6: Sharp Member

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    I have to agree with Limeaide, but it looks nice besides that. And I think I'll love those platform over the CP.
     
  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    For some reason your skybox doesn't fit with your theme. Or perhaps it's just the horrible orange lights that you've used that offsets your colour palette. Direct light from fires are more yellow, people see it as orange in their head because it's often reflected off clay bricks; and besides, for the sake of gameplay it's worth tweaking the colour scheme to something more appropriate even if it's by a couple RGB values.
     
  5. 3Dnj

    aa 3Dnj Ducks

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    I aprove this. :)
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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    hmmmm
     
  7. EArkham

    aa EArkham Necromancer

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    Yeah, I was actually thinking that all along but I didn't want to seem ingrateful for the feedback. Hehe. ;)

    The night-to-day switch is solely to make the map instantly recognizable as a different gamemode. I still find myself screwing around in spawn on 5gorge without realizing that the gates are open, and that I should be running to mid.
     
  8. McNuggetFiend

    McNuggetFiend L3: Member

    Messages:
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    Positive Ratings:
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    Going to be installing this onto my pub server, The Lunchbox, sometime this week. Looking forward to it =D

    EDIT: I've played it on my own for a bit and really enjoy it, when the textures are all done you can bet I'll be hosting this puppy. Keep em coming =D
     
    Last edited: Aug 3, 2011
  9. Sergis

    aa Sergis L666: ])oo]v[

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    since its daytime, you dont need so many burning torches anyway :p
     
  10. EArkham

    aa EArkham Necromancer

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    Updated to B2:

    * Added walls to hinder spamming into main intersection
    * Blocked LOS through supports @ cp to reduce effectiveness of minisentries
    * Added skybox details
    * Corrected torchlight settings
    * Added some out of bounds detailing
    * Added team coloured blocks around CP
     
    Last edited: Aug 9, 2011
  11. 3Dnj

    aa 3Dnj Ducks

    Messages:
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    Ha yeah, lighting is faaaar awayyyy better :p
     
  12. EArkham

    aa EArkham Necromancer

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    Years ago, _STAR had koth_sekhmet on his server. The map played okayish, but one of the major complaints was how cramped the point is.

    Finally dusted off this ancient relic of a map, upgraded it, improved it, re-released and workshopped!


    KOTH SEKHMET B3 CHANGES

    * Map is now MIRRORED rather than rotationally symmetrical
    * Widened the control point area
    * Changed cover and high ground on the control point
    * Added cavern flank route
    * Added sphinx stairs and walkway
    * Raised control point platform
    * Added dropdown near major entrances to control point
    * Widened several rooms and doorways
    * Simplified some ramps and walkways outside of spawn
    * Widened some wooden platforms at control point
    * Changed cover at control point area
    * Changed sky and lighting settings to dusk (custom skybox)
    * Improved detailing
    * Optimized the brushwork
    * Optimized the map in general
    * Updated soundscape



    Time to iterate between B2 -> B3: 26 hours

    Time to compile latest version (final, LDR + HDR): ~10 minutes



    Read the rest of this update entry...
     
    • Like Like x 3
  13. Zed

    aa Zed Not the one from League.

    Messages:
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    This part of the capture volume is missing.

    [​IMG]
     
    • Thanks Thanks x 1
  14. EArkham

    aa EArkham Necromancer

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    Looks like I hit cntrl-I when I should have hit cntrl-L. It's only that top part, though, and I expect most people to just park themselves on the point itself, so it's not critical to rush out a fix. I'll wait until more feedback/issues are brought up before doing B4 and fixing this (as well as fixing some clipping on the waterfalls).

    Also, here's the workshop link since I forgot to mention it in the update post: http://steamcommunity.com/sharedfiles/filedetails/?id=630617124
     
  15. EArkham

    aa EArkham Necromancer

    Messages:
    1,399
    Positive Ratings:
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    KOTH SEKHMET B4 CHANGES

    • Fixed capture zone boundaries
    • Clipped off waterfall
    • Fixed some texture issues
    • Added competitive winner's room (no logic)
    • Added map menu photos

    Time to iterate between B3 -> B4: 3hr 32m

    Time to compile latest version (final, LDR + HDR): ~10 minutes

    [​IMG]

    Read the rest of this update entry...
     
    • Like Like x 3
  16. Lain

    aa Lain Resident wrong opinion holder

    Messages:
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    If the sniper sightlines were tightened up a bit I could see this map being a tenfold better replacement for Lakeside in Highlander.
    In fact, if I can get my team to scrim this tonight i'll give you some competitive-oriented feedback if that's something you're after.
     
    • Thanks Thanks x 1
    • Like Like x 1
  17. EArkham

    aa EArkham Necromancer

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    Yup, definitely. Take your time, play it a few times, let me know!
     
  18. EArkham

    aa EArkham Necromancer

    Messages:
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    Kerbump.

    I'm very interested in seeing some competitive oriented feedback on the map, so if anyone has a team they play with, please do try it in an impromptu and give me your thoughts.

    Only thing I request... just make it actionable feedback, something I can actually do something with. Edgy one liners like "egypt is balls" are non-actionable. :)

    Related to that, I'd also like set up the competitive entities for matchmaking in this map, but unfortunately I can no longer decompile maps to see how it's set up. Once the presumed matchmaking update is released, I'm hoping someone decompiles the latest version of matches to check how the entities are done.

    (PS - that's not to imply that Lain came back to me with "egypt is balls", because he didn't -- I was just using that as a hyperbolic example)