Temple XIII Beta 1

Discussion in 'Map Factory' started by Mr. Wimples, Apr 11, 2010.

  1. Mr. Wimples

    Mr. Wimples L6: Sharp Member

    Messages:
    276
    Positive Ratings:
    202
    Finally my first map is out. CP Temple XIII is a 3-point CP map loosely-based on a CTF map on an old Gamecube game called "XIII". XIII is an old cult game that got little attention and went unnoticed for the most part. Nevertheless, me and my friends enjoyed it. For nostalgia's sake I decided to build pseudo-port of it on TF2. I believe there is a rip of XII for PC if anyone feels inclined to look into it.

    Since XII was a completely different game than TF2, I TF2-ified my port of the map to make it more playable, class-accommodating, and fit the TF2 theme better. I added several scaffoldings, an entire room inside the temple, and a central tunnel to allow more ways of passage. The locale of the temple also changed from in the middle of a forest, like the original map on XIII, to the central keep of a fortress somewhere in the desert. The back-story is pretty simple; Red has a death-ray and Blu has a nuclear warhead, each team wants both. (Don't ask me how the both managed to establish a base in the same temple. Get creative)

    Please note that Temple XIII's main point isn't gameplay. The main purpose of this map was to serve as an opportunity for me to familiarize myself with hammer and learn about TF2 map construction; a stepping stone if you will. However, that doesn't mean that it can't be balanced. I balanced it as much as possible and moved straight to beta because of the map's nature (If I added anything else or changed more it wouldn't resemble the original enough).

    All I can say is enjoy, and let the criticism fly.
     
  2. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,530
    not meant for gameplay? looks great though. looks like it will play fine too.

    Is this Gpit style or no gametype or what?
     
  3. Mr. Wimples

    Mr. Wimples L6: Sharp Member

    Messages:
    276
    Positive Ratings:
    202
    Hold on, I'd better clarify. I map this map fully intending it to be playable and fun, but I wasn't sure if the layout would work well because it was base on a different map made for a different game. What I was trying to say was; The map is made to be a playable and working map, but I wouldn't matter if it wasn't because I just wanted something to give me experience in hammer.
     
    • Thanks Thanks x 1
  4. Ungrown Soup

    Ungrown Soup L1: Registered

    Messages:
    2
    Positive Ratings:
    1
    Nice first map. I like the layout and the overall look but I have two little issues:
    1) The first and the middle point respawn rooms are copied and pasted from each other. Change the props and details in the middle respawn rooms so they look and feel different.
    2) Add some signs or whatever to indicate what ledges lead to death. I jumped over a railing, near the first respawn room, thinking it lead to more playable area... but it didn't.
     
    • Thanks Thanks x 1
  5. gamemaster1996

    gamemaster1996 L13: Stunning Member

    Messages:
    1,065
    Positive Ratings:
    131
    Wow the maps lighting and style looks really nice and smooth.

    However i can think of a few problems that'll be found by looking at screenshots.

    1: Scouts will find it far to easy to get between places by double jumping. eg: http://dl.dropbox.com/u/3000540/example1.jpg

    2: In screenshots 1,4,5,6 snipers get a far too great line of sight.

    However please note this is to help not to hinder.

    Also can you take some panorama screenshots because that'd look beautiful.
    Also try some 360 panoramas for advertising.
     
    • Thanks Thanks x 1
  6. TheTurnip

    TheTurnip L2: Junior Member

    Messages:
    62
    Positive Ratings:
    20
    How do the 3 cp's work here? Gravelpit style? Or like a 5 point cp, except with 3 points?
     
  7. Mr. Wimples

    Mr. Wimples L6: Sharp Member

    Messages:
    276
    Positive Ratings:
    202
    1. I intended to make it easier for scouts to get around because most of the fighting occurs in narrow hallways and scouts were rarely useful. The mobility that the platforms gave, like you noted, were to give the scout a bit of an edge because of the minimal movement area.

    2. I did notice this but unfortunately there's little I can do because, like I said, if I change the level too much it won't look like the original temple. Fortunately, however, I made the sniper spots you spoke of easily flankable. That's about as much as I'm willing to change on those areas.

    The map functions like a classic 5 CP map, but has 3 CPs with a slower capture time comparatively.
     
  8. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Might take some serious respawn balancing to prevent easy ninjacaps.
     
  9. Prestige

    aa Prestige im not gay anymore

    Messages:
    1,774
    Positive Ratings:
    1,530
  10. Ratosai

    Ratosai L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Maybe actually signing up will make me have the motivation to map for more than 10 minutes. Don't know yet. Anyway, the map still looks good, and I finally get a compiled version! Sweet!

    Also, in case I forget tomorrow, send me the IP of that test server. It sounds interesting.
     
  11. Mr. Wimples

    Mr. Wimples L6: Sharp Member

    Messages:
    276
    Positive Ratings:
    202
    Since the cap time on the base CPs are relatively long when you consider their distance from the spawnrooms (screenshot 2), ninjacaps are possible, but rather difficult. Spawntimes WILL be the factor that adjusts how this map plays the most and how ninjacaps are dealt with (since spawns are so close so CPs), I'm rather satisfied with the cap times.

    I have thought about that and may try it out in the future. I already have plans to make a CTF version of the map and may try a 3-point domination while I'm at it. However, another possibility I've been wanting to try was a 5-point domination by using the courtyard space below instead of making it a death pit.