[cp/koth]_temple

A forum dedicated to chat about maps and the Source SDK for any Mod including tips and tutorials.
Thorn
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Re: cp_temple

Post by Thorn » Sun May 23, 2010 10:22 am

Ian_Suffix wrote:Broken hole in the wall. Just seems to add an unnecessary entrance to me (not to mention it's hard to enter).

Concerning the sand kicking up, you might be able to find the particle effect for when a bullet hits the sand and duplicate it a few times so that it looks significant (you're more likely to find a sprite, though). Now, I had no idea that a block was moved to hinder the other team. Perhaps you could make this block appear different from the others so that people know what they've done.
yeah, but the same block can also be moved to favor your team, it just depends what position it is in, maybe I can add some type of dynamic prop that changes skin to signify that this block "belongs to X team"

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Re: cp_temple

Post by Ian_Suffix » Sun May 23, 2010 4:30 pm

Use multiple entities that can be disabled (such as func_brush) and you can have multiple ones in the same spot! I'm presently experimenting in my own map (as in the texture) with having a map that changes color according to who owns the nearby point using func_brushes. I have the lighting all working, but I haven't really tested its switching ability since I haven't finished the map.

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Re: cp_temple

Post by l3eeron » Sun May 23, 2010 5:01 pm

func_brush can be turned on n off dynamically as well as prop_dynamics...

edit: overlays can be turned off and on too.


anyways, It's a very nice looking map!

I haven't played it yet, but I ran through it. Very interesting Idea, if you guys get it going on a server be sure to invite me.

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Re: cp_temple

Post by Thorn » Sun May 23, 2010 11:43 pm

playtesting it shortly! if anyone is on, send me a message or join the event server = D

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Re: cp_temple

Post by Thorn » Mon May 24, 2010 2:29 pm

thanks to everyone who joined and helped playtest the map, had alot of good comments! thanks again

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Re: cp_temple

Post by l3eeron » Mon May 24, 2010 3:33 pm

I'm still compiling my list of gripes and praises. :D

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Re: cp_temple

Post by Masakari » Mon May 24, 2010 4:11 pm

l3eeron wrote:I'm still compiling my list of gripes and praises. :D
What he said. Need to go through my screenshots still.
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Re: cp_temple

Post by Thorn » Mon May 24, 2010 11:08 pm

l3eeron wrote:I'm still compiling my list of gripes and praises. :D
excellent! please don't pull any punches either, I need all the suggestions I can get

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Re: cp_temple

Post by l3eeron » Sat May 29, 2010 6:54 pm

Well, I think it's a good map, good idea. But a bit rough still, which is expected with a beta....


My main beef with the map is the instant confusion once you enter the temple. I think it's inherent with the shape of the actual temple. There's no obvious linear direction to go,because the building is essentially a square. Maybe a rectangular shape inside would help funnel the traffic to the correct areas. I think adding signs would help, but I would consider cutting down on some of the little side routes also. Side routes are fine, as long as they are visually unique compared to the main routes.


I'm not convinced that the Objective Icons in the HUD for the main side routes is a good thing. It implies that they are necessary to win. I'm not exactly sure what a good solution would be... Maybe a breakable wall, with signs and some game_text (think warpath's breakable wall)???


Here's some screenshots I took:


self explanatory
Image



Hallway is way too dark. You can make it dark without being completely black. Also could use an arrow pointing down so people don't accidentally fall.

Image

There's a spot in the displacement that you can't walk on. In hammer turn this on:
http://developer.valvesoftware.com/wiki ... leicon.jpg

This tool shows all the unwalkable areas highlighted in yellow in the 3d view.

Image


I'm going to strongly suggest you player clip all 4 walls of the temple. Being able to surf world geometery is usually bad. It leads to people getting stuck and other B.S.

Image

The cap to open the side routes is a little too open in my opinion. A good fix would be to make a little cap-house out of that area. Maybe a little bungalo or gazebo type structure?

Image


Some neccesary signage:

Image

Image


All in all, it's a fun little map. I think once you get the flow worked out, people will enjoy it. Nice work!

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Re: cp_temple

Post by Thorn » Mon May 31, 2010 2:20 pm

thanks beeron! that is a ton of helpful input, I really appreciate it =)

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Re: cp_temple

Post by machinegunkelly » Tue Jun 01, 2010 7:59 pm

i really wanna play it i always wondered y no temple kinda maps werent made looks and sounds cool i cant wait till its 100% done

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Re: cp_temple

Post by Thorn » Sat Aug 27, 2011 4:12 pm

I am bringing this map back off the shelves and giving it a KOTH make-over. I think this map was born to be KOTH, it just never got the chance =)

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Re: cp_temple

Post by Zork Nemesis » Sat Aug 27, 2011 4:21 pm

The original concept of the map is pretty cool, but I think you're right, the small size of the map may better suit it to a KotH style play rather than a CP style. It definetly looks like it would play better as KotH.
Image

This is hard to be cool and suave while being informative at the same time. Goddamn my coolness.
In my experience, common sense isn't too common.

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Re: cp_temple

Post by Thorn » Fri Sep 02, 2011 5:53 pm

koth_temple_beta4 is ready for testing. I had to toy with some logic functions in order to get the KOTH to feel right, while having 3 total points on the map, not even sure if it will work properly lol. but its ready if anyone is interested

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Re: cp_temple

Post by Mad-Hammer » Fri Sep 02, 2011 7:09 pm

I shall download and give it a look. :D
Image[/center]

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