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vsh_egyptyspot_v2

A Map for Team Fortress 2

Updates

2 5y
  • - (v2---fix light,water flow,change aver all)
v1 5y


(v2---fix light,water flow,change aver all)

fun 

pls feedback


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  • FlipFTW avatar
    FlipFTW Joined 5y ago
    ded
    391 points Ranked 50,079th
    5y
    Edited old post with some unaddressed changes that I think would be great, left screenshots and text of issues I believe still exist.

    Map is developing really nicely, I look forward to getting a full 32 people on it and seeing how it plays!

    Vi Veri Veniversum Vivus Vici
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  • Strombo avatar
    Strombo Joined 5y ago
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    305 points Ranked 53,168th
    5y
    Hey man this map looks sick, nice work on it.

    Bananite
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  • PigPig avatar
    PigPig Joined 5y ago
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    1,329 points Ranked 23,175th
    5y
    wowowoowoow! Just realized i screwed up.... Sorry. The ambient didn't copy :p from my last post leading to the same color on the light

    the right one should be:

    Ambient: 159 220 253 200


    sorry >.>

    My ctrl+c doesn't work sometimes.

    *edit- Lookin good ;)

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  • key. avatar
    key. Joined 5y ago
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    134 points Ranked 66,672nd
    5y
    TY! so many :o

    I rest then do it.

    Bananite
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  • FlipFTW avatar
    FlipFTW Joined 5y ago
    ded
    391 points Ranked 50,079th
    5y
    Hello!

    First off, thanks for the VSH map, its somewhat rare to see new VSH maps so I always jump on the opportunity to take a look at new ones (That's the reason I may seem overenthusiastic)

    I'm not really a mapper so I can't help you in terms of optimization, but I have played a lot of hale and seen a lot of hale maps, so I'll try to give you my 2 cents on balance.

    First off: small things that should be relatively simple fixes with some fiddling

    UPDATED

    Corner that seems to get you stuck sometimes - Tested and can still get stuck here 



    Area where you get pushed by an unseen force - Forgot to test: 



    Annoying invisible wall placement: Edit: FIXED

    Troll teleporter placement: Edit: FIXED

    Ok, onto actual balance things:

    Map has an abundance of full health and full ammo packs, I'd probably say too much. 

    Instead of full health packs I'd tone it down to simple smalls or sparse mediums and place them on the tables instead of sort of hidden in the corner, obstructed by tables. Being able to readily see the health packs from other regions of the map helps in quickly adapting to the map.

    On the same note, instead of full ammos, mediums and smalls work fine, spoiling the mercs with that much ammo might cause engies to be able to setup too fast.

    General rule to keep a map not too solider favored: Keep the health packs outside small & very spaced out mediums,  leave fulls and more mediums to indoor areas. The idea balance would have health and ammo so that a solider would have difficulty in simply sustaining himself, and would have to pop indoors every once in a while.

    on the topic of the area with the tree, it seems a bit too tall, as in it's going to be a pain to fight as hale because its too tall to superjump to (hes going to have to go all the way around), lowering the height just a bit would do wonders in giving hale a fighting chance against a setup there. Edit: FIXED

    As for the spikes room, love the idea and concept, but theres a few things that might need tweaking.

    See above post, as teleporters can serve as easy blockers.

    By constantly hitting the button it seems like i'd be possible to completely obstruct a hales process, making it impossible to reach you. Suggested fix => make the spikes breakable or give the button a cooldown. Edit: FIXED

    Also the room could possibly use a teleporter. A good spot for it to come out might be here 



    Love the map, will add more after some testing with real players and post on how it plays with ~16 and ~24 players.

    Vi Veri Veniversum Vivus Vici
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  • PigPig avatar
    PigPig Joined 5y ago
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    1,329 points Ranked 23,175th
    5y
    Dis is on ur b1

    Looks great.

    I'm not smart about balance. So i'll talk about optimization and stuffs.

    Number A

    The wood planked bridges can be made into func_detail. This means the bridge will not create vis leafs. * I put a link here but My account is a n00b.*

    Areaportals. They help optimize. They are used to make the player NOT render props and objects he cant see. Its impossible to explain in text without images. So google areaportal tutorials.

     I ran out of optimizing things. So i'll go over detail. KEEP IN MIND THIS IS NOT IMPORTANT AND JUST MAKES YOUR MAP A BIT MORE SEXY

    Some textures are squished. Easy fix for this one. Use the Toggle texture application and make sure the X and Y are the same. or just about the same. 

    Another thing. The wood board textures. arnt straight. click them with the Toggle texture application tool and set the rotation to 90.

    Also the grass is hl2 on the sky area. :I

    Another thing. Uh...

    Oh ya water. I would make the water texture "water/water_2fort_expensive" <-if it's glitched, make sure you have vis set to at least fast.

    Another thing: PLACE CUBEMAPS. Not needed for a map like this right now. I mean it's v1 just thought i would say it.

    Your sun. I think a sun like this would be sweet.



    Here's the settings i used.

    PitchYawRoll: -10 321 0

    Pitch: -10

    Brightness: 237 196 109 700

    Ambient: 159 220 253 200

    Spread angle was 5

    ^noice

    The sun you have now looks great and this is just a idea.

    Lastly. Take good pics of your map to give a good show of the detail.

    Number 6. <lol dat skip.

    Gameplay. The players cant get out of the water on most areas.... Uh I will hopefully come back and post more. But i haven't played a round on hale. :( plz forgive me.


    Lastly.

    Uh. Looks cool bro. Can't wait for b2. Also i'm not a teacher and am bad at life. so if somethings i say don't make sense. Please forgive me. Also my opinions aren't always the best way to do things. it's just what i would do. 

    This was long.

    Have fun.





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key. Joined 5y ago
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Details

Version
2

Attributes

Miscellaneous
vsh
Players
32
Development State
Final/Stable

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