cp_egypt

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Re: cp_egypt

Postby Mr. Happy on Sat May 24, 2008 9:54 am

Just got a chance to play _v2 for a little while, had some good times on it. The layout is very nice and pretty damn creative. It took a little while to figure out where to go though, when defending the first area everyone on my team was asking "where's the point!?" and we kept running around in circles back to the second until we found it just before setup ended :D

So on that note I would try and add some more direction, signs and other indicators. Perhaps make it look like archealogists have been there and left markers and maps and tools and things lying around?

Like I said I didn't get to play it very much, and I didn't see everything though it seemed a bit tough for the attackers. I'm not sure what the max round time is, but it seemed a little short. Respawn delays were good though, nice and short :D, but maybe a second or two longer for the defenders.

Style wise, it's very nice. Pretty map that fits in with the TF2 scheme quite well, though taking it in a new direction (obviously!). One thing I would suggest would be to try and mix up the texture usage. I was concentrating on the bad guys, though it seemed to me that it was quite plain and repititious in some areas in that department, though the geometry means that it wasn't boring looking. Perhaps decorative trims?

In addition to that, the trees look great. A nice little touch of color is awesome! So awesome I wish there was more hehe. The egyptians painted alot of murals, and used some failrly vibrant colors though they've faded over time. Also, Egypt is/was alot more lush than you'd think (as I understand it), and since it's smart to build near water a little oasis or water feature, with accompanying plants and scrub brush would be pretty.

Though I'd like to play it more before judging I'd give it an A in both the gameplay and art departments.
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Re: cp_egypt

Postby Fearlezz on Tue Jun 10, 2008 12:34 pm

This is a great map, great work!
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Re: cp_egypt

Postby StickFigs on Fri Jun 13, 2008 4:45 am

Just wondering, but I think I played a really early version of cp_egypt and I noticed that in the +showbudget window that "dynamic lights" were bringing the map preformance to a crawl.

I didn't get to check to see if you released a newer version since then but did you manage to fix that issue because I'm getting it now in one of my own maps and I suspect is has to do with lights with animated appearances.

I was wondering if you knew a solution if you did resolve that problem in your own map.

Thanks in advance.
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Re: cp_egypt

Postby heyo on Sun Jun 15, 2008 3:15 pm

StickFigs wrote:Just wondering, but I think I played a really early version of cp_egypt and I noticed that in the +showbudget window that "dynamic lights" were bringing the map preformance to a crawl.

I didn't get to check to see if you released a newer version since then but did you manage to fix that issue because I'm getting it now in one of my own maps and I suspect is has to do with lights with animated appearances.

I was wondering if you knew a solution if you did resolve that problem in your own map.

Thanks in advance.


Hmmm, I never noticed that happening in any versions of cp_egypt, it doesn't have any dynamic lights.

Maybe ask if does that to others when they run your map.
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Re: cp_egypt

Postby StickFigs on Sun Jun 15, 2008 8:46 pm

heyo wrote:
StickFigs wrote:Just wondering, but I think I played a really early version of cp_egypt and I noticed that in the +showbudget window that "dynamic lights" were bringing the map preformance to a crawl.

I didn't get to check to see if you released a newer version since then but did you manage to fix that issue because I'm getting it now in one of my own maps and I suspect is has to do with lights with animated appearances.

I was wondering if you knew a solution if you did resolve that problem in your own map.

Thanks in advance.


Hmmm, I never noticed that happening in any versions of cp_egypt, it doesn't have any dynamic lights.

Maybe ask if does that to others when they run your map.


The version I have is from 5/19/2008 if that helps.

I believe that any lights with an animated glow or flicker to them are considered dynamic lights by +showbudget because I tried disabling dynamic lights and when I do on both of our maps the +showbudget shows the dynamic light budget going way down, framerate increasing, and (only tested this on my map so far) the animated lights stop animating.

I'll try removing custom appearances from all my lights in my map and recompile to see if it's truely the cause or not.

EDIT: Yeah disabling animated lights on my own map removed the dynamic light budget completely so I guess animated lights are too expensive to use excessively.

I can't tell if you do use any animated lights on your map but I took these screenshots to show what I meant:

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If you're not getting the same thing when you open your map it could be because I have HDR and Bloom enabled and if you don't too then that may be why.

Then again this is an old version of cp_egypt so the problem could be gone in whatever newer versions are available.
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Re: cp_egypt

Postby luc1dox on Tue Jun 17, 2008 9:48 pm

well done. a nice twist on the whole desert theme.
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Re: cp_egypt

Postby Zeitlos Eisen on Thu Aug 14, 2008 7:02 pm

How did you get those spiderwebs in the map?
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Re: cp_egypt

Postby Tablespoon on Thu Aug 14, 2008 11:31 pm

Looks great. One thing I noticed though, and I don't know if you intended it to be this way, is that the ladder at the first control point requires several jumps to ascend. I don't believe there is a ladder entity that can be used but adding some narrow clip stairs would eliminate the need for jumping. I wasn't able to play it online but it looks like the map will flow quite well. Great job!
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Re: cp_egypt

Postby ghost12332 on Fri Aug 15, 2008 1:14 am

Zeitlos Eisen wrote:How did you get those spiderwebs in the map?


NICE BUMP bk11

Seriously though. Lets try to keep bumping to a miniumn. The spiderwebs are either a brush with transparent texture or model with transparent texture.
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Re: cp_egypt

Postby Smurfy on Thu Aug 21, 2008 11:34 pm

I emailed Robin Walker asking if he'd consider this map to be included in a TF2 update, and he got replied:

Robin Walker wrote:Thanks Chris, I’ve added it to our list of maps to take a look at.

Robin.
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Re: cp_egypt

Postby Sauce on Sat Feb 21, 2009 12:51 am

I know this is a massive bump, but...

I just noticed that your map is being included in the scout update as an official map - congratulations! :D

Do they pay you anything for it?

congrats on cp_junction too! :D
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Re: cp_egypt

Postby source-maps on Sat Feb 21, 2009 1:02 am

you lucky dog! :D congrats !
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Re: cp_egypt

Postby TicTac on Sat Feb 21, 2009 3:02 am

I don't think you would need money for something like that. After all, they're basically advertising your creation for free!
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Re: cp_egypt

Postby Jitterbug on Sat Feb 21, 2009 12:56 pm

My congratulations to Heyo for getting his map put in an official TF2 release! Good job!
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Re: cp_egypt

Postby Vilham on Sat Feb 21, 2009 5:38 pm

Major grats to Heyo. Huge achievement getting a map released in an official patch.
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