Helllo veryone 
So, as the name of the map suggests it, this map includes cathedrals. Two of them, actually (one BLU and one RED), and because this is TF2, the cathedrals have been built in a desert filled with half-burrowed containers and water contaminated by toxic waste.
The map, which is my first serious attempt at mapping, is a granary-style CP (no setup time though), five capture points total. So far, it is playable and should be relatively balanced. There are a few things that are "unusual" by official TF2 maps standards - the toxic water pit (it's on the side and you never have to go there, as it is mostly an alternative route for scouts), a jump ramp to allow people to go blast those annoying snipers (I dislike elevators and ladders), and some breakable benches in the main cathedral halls. Although those mechanics are somewhat unusual, I attempted, and hopefully succeeeded
, to give them a visual TF2 feel.
Things that are lacking are a 3D skybox, so that the cathedrals don't look flat-topped, and a specific atmosphere in the main cathedral hall. Unfortunately, my XSI installation produces glitches when I try to export textures, so I have a couple of custom props that I can't use
Apparently, this is a known problem, but Softimage doesn't care about fixing it.
So here are the screenshots. Let's start with the central point, the one in the desert. Here you can see what I meant wit "lack of a 3D skybox"
.
The intermediary points are in the entrance of the cathedrals (here is the BLU side). I like to call it "the relic hall", because of the weapons on display. I used env_embers in the glass cubes to make it look somewhat mysterious, but it's not really visible on the screens.
The final point is the cathedral's shrine. This is part of the great hall that I was alking of earlier, although this angle show the good part.
Here is the toxic water pit. I'm not sure about the fumes' color yet, so I left it white for now.
Finally, here is the jump ramp. Snipers have a fairly good angle from the top of the concrete platform, but if they are too good and block a team's movement, one can use tunnels (you can see the exit at the bottom right of the screen) and then the jump ran to throw a couple of rockets at them. The air intake makes noise and it is rotating, so with the arrow on top of that it's fairly obvious what's going to happen when you jump there.
So, as the name of the map suggests it, this map includes cathedrals. Two of them, actually (one BLU and one RED), and because this is TF2, the cathedrals have been built in a desert filled with half-burrowed containers and water contaminated by toxic waste.
The map, which is my first serious attempt at mapping, is a granary-style CP (no setup time though), five capture points total. So far, it is playable and should be relatively balanced. There are a few things that are "unusual" by official TF2 maps standards - the toxic water pit (it's on the side and you never have to go there, as it is mostly an alternative route for scouts), a jump ramp to allow people to go blast those annoying snipers (I dislike elevators and ladders), and some breakable benches in the main cathedral halls. Although those mechanics are somewhat unusual, I attempted, and hopefully succeeeded
Things that are lacking are a 3D skybox, so that the cathedrals don't look flat-topped, and a specific atmosphere in the main cathedral hall. Unfortunately, my XSI installation produces glitches when I try to export textures, so I have a couple of custom props that I can't use
So here are the screenshots. Let's start with the central point, the one in the desert. Here you can see what I meant wit "lack of a 3D skybox"
The intermediary points are in the entrance of the cathedrals (here is the BLU side). I like to call it "the relic hall", because of the weapons on display. I used env_embers in the glass cubes to make it look somewhat mysterious, but it's not really visible on the screens.
The final point is the cathedral's shrine. This is part of the great hall that I was alking of earlier, although this angle show the good part.
Here is the toxic water pit. I'm not sure about the fumes' color yet, so I left it white for now.
Finally, here is the jump ramp. Snipers have a fairly good angle from the top of the concrete platform, but if they are too good and block a team's movement, one can use tunnels (you can see the exit at the bottom right of the screen) and then the jump ran to throw a couple of rockets at them. The air intake makes noise and it is rotating, so with the arrow on top of that it's fairly obvious what's going to happen when you jump there.