cp_sekhmet

TF2 Maps Discussion

cp_sekhmet

Postby R3pT1l3 on Sun Sep 25, 2011 8:04 am


cp_sekhmet

Author: EArkham
Description: Nighttime Egyptian style AD CP map. Two control points, ala cp_gorge.
Latest Version: b1
[Link to map host]

Official Feedback: b1 tested on 2010-09-24








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Re: cp_sekhmet

Postby Kaelan002 on Sun Sep 25, 2011 8:35 am

There's nothing really wrong with it but I just found it boring. :|
There are 10 types of people in the world: those that know binary, those that don't, and those that didn't expect this joke to be in base 3.

[video =373,150]http://a.pomf.se/ixefrf.webm[/video] Now shhhh Kaelan... OOOOOOH
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Re: cp_sekhmet

Postby KaTTa on Sun Sep 25, 2011 9:12 am

First point was good, open and fluid. The second was just impossible to cap, to chokey = demo/solly spam and lots of sentry. :/

6.5/10
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Re: cp_sekhmet

Postby Kerch on Sun Sep 25, 2011 12:01 pm

I can imagine it being balanced for 24 players and default spawn times, but it just doesn't work on 32 players and faster spawn. I was on red and we could have defended it all day.
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Re: cp_sekhmet

Postby Garner on Sun Sep 25, 2011 2:13 pm

I really liked this map but it is geared towards the 24 slot server sizes. However, nice use of height (by having main routes, and then lower / hidden routes to sneak about it) as the main open space at middle allowed for sticky and rocket jumping across which is always nice. Last two points on each side were well worked and well designed.

Only thing i would say needed to be improved with this map overal is the skybox bloom issue where you would get the bugged 'glow' if you rocket or sticky jumped. Probably would need to make the skybox higher or playerclip the top of the map (the latter being the least preferable).
Currently mapping: pl_range
Version: pre_alpha / design stage

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