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Posted

Beta 2 Released!

Download

http://forums.tf2maps.net/downloads.php?do=file&id=2292

---- Koth Tomb Beta 2 ----

An KotH map set in an Egyptian tomb, if you may have guessed.

Back for more with beta 2 and a whole host of changed and tweaks.

I've skipped detailing out certain hallways just to see how well they do gameplay wise. I plan to detail the map out as the beta progresses.

--- Installation ---

Drop the maps and materials folders into your "team fortress 2\tf" folder.

--- Changes from Beta 1 ---

Fixed spawn door issues.

Lowered lighting in spawn areas.

Removed the 2 long redundant hallways.

Added another set of stairs to the two overhangs.

Added a small bridge over middle to allow players quick access to the other side.

Added a small ramps to the sides of the point to allow for quicker escape out of the area.

Added various bits of cover.

Added more details here and there.

--- Known Bugs ---

Some minor lighting issues on the top of the spawn doors.

Nothing major that I know of.

--- Contact info ---

If you have any input on the map you can post them in the release thread or you can email me at,

JoshuaMK2@gmail.com and I'd be more than happy to answer any questions you have.

--- Special Thanks ---

http://www.couchathletics.com

http://www.tf2maps.net

http://www.mapcore.net

http://www.interlopers.net

Those who've given me suggestions on how to improve the map.

koth_tomb_b20001.jpg

koth_tomb_b20002.jpg

koth_tomb_b20003.jpg

koth_tomb_b20004.jpg

Posted

Great brushworking, although I don't like the Egyptian theme in TF2.

But you should try to create 2 bases, a BLU one and a RED one, with team-couloured walls, some signs, etc. That's why I don't like the Egyptian theme, there's no difference between the two teams.

You should also add some arrows to help the players getting to the point.

Excellent work anyway.

PS: You should put some thumbnails, everyone hasn't got a big screen (I do have one :D).

Posted

Great brushworking, although I don't like the Egyptian theme in TF2.

But you should try to create 2 bases, a BLU one and a RED one, with team-couloured walls, some signs, etc. That's why I don't like the Egyptian theme, there's no difference between the two teams.

You should also add some arrows to help the players getting to the point.

Excellent work anyway.

PS: You should put some thumbnails, everyone hasn't got a big screen (I do have one :D).

I really don't believe there will be too much confusion where the point is in Beta 2. Also I'm not sure how to do thumbnails.

Beta 2 out!

Posted

Still find the random pattern of blocks in the tunnels a bit awkward. If it's digged out tunnels, there shouldn't be any. Maybe use supports instead, like in the mines of Dustbowl, to flesh out the tunnels.

Also, put up more signs for where the Red and Blue spawns are please, as having near none can be confusing and get people running to the wrong spawn in attempt to resupply/heal. Teamcolored arrows pointing at the openings is one way to show where is where.

Posted

I feel like it should have a sort of gimmick, you know? Like, a unique and fun gameplay feature which pulls people back in, not just a layout and art style. I'm thinking something to do with a sarcophagus -- and I'm going to go back to it -- a shiny *golden* sarcophagus. Maybe an extra-large one players can fight in and capture with an ancient heavy's face beveled on the top. Or something.

If you trust me, try killing the symmetry a bit by adding new areas to the upper-left and lower-right corners of it (based on the overview shot). It would create some spontaneous frontlines rather than having players leave their exits always looking left.

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