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cp_egypt_v2
Added by...
heyo
Author(s): heyo
Category: TF2 > CP
Tags: egypt, ruins, ancient, tf2, excavation, excavate
Author's Readme/Notes

Cp_egypt is set in an ancient egyptian ruin excavation site. I worked on it for 5 months and tried to make it very detailed with a bunch of custom content.

The story is that red team discovered these ruins and began excavating them to find the ancient treasure. When red team finally found it, the blue team caught up with them and is now attacking in an attempt to steal it.

It is an attack/defend map with 3 areas and 6 caps in total like dustbowl. It's really big and works well with 32 players. I hope you enjoy it.

The whole map and all of the custom materials/models are made by me, Sean Cutino.

--UPDATE V2--
In order to fix a few balance issues in the map, I made major modifications to the map. It now will play a lot better on 32 player servers.

-Added new entry way to cap 2B

-Added new entry way to cap 1B

-Reconstructed cap 2B to be more optimized and lag less

-Added New interior rooms in cap 2B

-Made cap times a bit faster

-Changed layout of health and ammo

-Made several optimizations


Added: 4 months agoModified: 4 months ago
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Feedback (43)
Page of 5   1 2 3 4 ... 5 Next Page
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Developer / Map CriticY2M
Posted 2 days ago
Pros: A beautiful map that provides an open environment that's not too wide and allows plenty of opportunities for players to go over, under and around each other as they battle. The textures to this map are outstanding - with all edges mapped nicely to the edges of all blocks, steps, and structures - giving a faint, cartoon-like outline without making objects look cell-shaded.

Cons: Optimization is a huge factor when reviewing a map and when basic rules that govern map optimization aren't followed from the first brush being laid down, you can run into problems. This map, as fun as I found it, has glaring optimization problems and probably shouldn't be played on a server with more than 16 players max.

Improvements: Try adding those outer-parameter objects to the skybox. As Lim-Dul also mentioned, you MUST utilize visleafs/area portals/hints when dealing with any map project intended for the public. Especially, when you're dealing with a sprawling outdoor environment and advanced geometry.

Notes: I really liked the look of this map better than most Castle maps, but the end, I don't think that it was playtested enough, weighs in at an enormous 40 megs, and has too many issues hindering it. I'm also a bit surprised that this map came out after the release of CP_Junction which seems to posses many of the same flaws in certain areas. Heyo, check out tutorials on optimization, please... great map design also includes playability. I have a feeling that if you tackle these bad habits now, your next TF2 map is going to be a real treat for the community.
- Developer / Map Critic
The Destructor .
BananiteY2M
Posted 11 days ago
It's a very good map for his gameplay and his look.
- Bananite
crazychicken .
(O>)Y2M
Posted 13 days ago
After playing this a lot im takign it out of mapcycle and it wont return until the gameplay is improbed, the cps are far far too easy to defend and games are boring as a result

sure it looks nice but the gameplay is seriously lacking because of the cps
Outlaw747 .
BananiteY2M
Posted 17 days ago
Notes: Too easy to defend, that's about all I have to say for now.
- Bananite
trainRiderJ .
{TF2F}Y2M
Posted 22 days ago
Does this map work with mp_tournament_stopwatch turned on?
- {TF2F}
crazychicken .
(O>)Y2M
Posted 27 days ago
The caps are far too easy to defend even in this version, ive run it in rotation for aw hile and we never EVER get to stage 3, its luck if we get to stage 2 and the second stage on that is impossible to take

awesome map visually but if you dont amend the gameplay problems it will be forgotten about
Lim-Dul .
The NecromancerY2M
Posted 1 month ago
Pros: Very nice looking map, fits perfectly into the cartoonish feel of TF2. Also, you don't get many 3-staged CP maps...

Cons: The balance seems to be screwed up a bit. We ran the map during our Custom Map Weekend and I think people managed to cap the second CP of the FIRST stage only once. The real problem, however, are the HUGE FPS drops even though my machine is more than capable of running TF2. I blame the thematic but not well designed archways between huge open areas that force the engine to draw lots of wpolys - also, the dynamic lighting seems to be all over the place - could the detailed backdrops visible from all places have an impact on that? I checked the map with +showbudget and the graphs sadly aren't too good...

Improvements: I don't think the map needs more arrows or anything since it seems pretty straightforward - kinda like dustbowl. However, the map is in desperate need of some further optimizations since in certain areas the framerate drops to unacceptable levels even during minor fights or simply heavy player model presence.

Update: I did some further research and not a single section of the map is properly taking into account the division into visleaves. I mean - there are intersections where you can catch a glimpse of like three HUGE areas at once making the game render them all simultaneously (in fact not only the visible parts - the whole visleaf!) Some of the problems could be solved by moving or extending certain walls by literally half a meter or something and in other cases putting a larger barrier in front of certain areas. The author of the map REALLY needs to read some kind of visibility tutorial, even a very basic one like this written by Shmitz:

http://forums.tf2maps.net/showthread.php?t=1560

Notes: In its current state I have to deem the map unplayable by public server standards which is a real shame because you, sir, clearly have lots of artistic talent. Perhaps there are some additional "tricks" you don't know about to make your creation less resource-heavy?
- The Necromancer
Stene .
Propaganda PreacherY2M
Posted 2 months ago
Ok, the map is great, but the gameplay isn't so balanced. The looks and detail are 10/10, but the Gameplay/Balance is definetly 8-9/10
- Propaganda Preacher
Razorbladesandgoldenlight .
BananiteY2M
Posted 2 months ago
Great map, man. Not many people try for a full three stage dustbowl style map. Cheers for creating such an awesome map. I'm putting this in our 24 man server map rotation.
- Bananite
feralminded .
BananiteY2M
Posted 3 months ago
This is an excellent map but we cannot use it for competition until you implement dustbowl style scoring so stopwatch will work appropriately. That means each team gets 1 point for each CP taken, 6 total for the map. Once that's done we will use this map for competition in TWL.
- Bananite
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Details
The nuts and bolts.
Release: Final
Version: 2.0
Filesize: 40 mb
Players: 32
Time of Day: Day/Light
Textures: Custom
Meshes: Custom
Environment: Indoors, Outdoors
Map Size: Large
Effects: High Dynamic Range(HDR), Volumetric Fog
Classes Available: All
Added by...
heyo .
Bananite
Ranked 365th ( 1) with 5,632 points. 7 points behind .

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