THE STAIRS ARE RAMPS
Ultiduo Sacred, a collaboration between myself and Jaguar(Fiend).
https://i.imgur.com/KhYN7RE.jpg
https://i.imgur.com/ZVv2Qt7.jpg
https://i.imgur.com/CJCN39Z.jpg
Workshop
Download
Jaguar(Fiend)
This map was envisioned and designed in alpha by me. It was ajusted, detailed, and overall polished by Bereth. Though I initially wanted to do it all myself I simply wouldn't have had the time, and Bereth, being a much more experienced mapper, made it look and play better than I probably ever would have (and did it in a reasonable amount of time). I also want to give a big thanks to all of the people, too many to name, who play tested the many earlier versions of this map and gave excellent feedback.
This is my first real attempt at a map in TF2. Its theme is inspired by the real life Luxor and Karnak temple complexes in Egypt as well as some influence from Serious Sam: The First Encounter (which even contains a level called Sacred Yards, though it is unlike this map). This map is quite different from what people will be used to and has a number of features which are not found on other ultiduo maps. This is likely to instantly upset some people but I implore you to give it a chance. I would rather take a risk and do something different that may not be as well received than make another baloo or koth_ultiduo clone as those two are already good and distinct maps. Of course different doesn't necessarily mean fun or good but I am happy to report that for the most part the many people who have play tested the map have enjoyed it and I hope that you will too.
Some of the standout features of the map
- Has an ammomod vibe yet there's other geometry around to make it more interesting than just flat ground.
- It's quite large and open. Medic has a lot of potential with offense and defense (surfs).
- You can go back into your spawn. Consider visiting the sacred healing pool while you're there!
- There are a number of distinct approaches to holding (and therefore pushing) to consider.
- Having the 3D skybox enabled will make the map look fancier and prettier. (r_3dsky 1)
Changelogultiduo_sacred_b3
-Reworked HDR.
-Updated some of the visuals.
ultiduo_sacred_b2
-Added more ammo to mid.
-Tweaked cubemaps
ultiduo_sacred_b1c
-Fixed mirroring of elevator.
-Tweaked skybox.
-Tweaked cubemaps
ultiduo_sacred_b1b
-First public release.
[b][h]THE STAIRS ARE RAMPS[/h][/b]
Ultiduo Sacred, a collaboration between myself and Jaguar(Fiend).
[img]https://i.imgur.com/KhYN7RE.jpg[/img]
[img]https://i.imgur.com/ZVv2Qt7.jpg[/img]
[img]https://i.imgur.com/CJCN39Z.jpg[/img]
[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=2442153664]Workshop[/url][/b]
[b][url=https://www.dropbox.com/s/c62xmyjs9s871ua/ultiduo_sacred_b3.bsp?dl=1]Download[/url][/b]
[quote=Jaguar(Fiend)]
This map was envisioned and designed in alpha by me. It was ajusted, detailed, and overall polished by Bereth. Though I initially wanted to do it all myself I simply wouldn't have had the time, and Bereth, being a much more experienced mapper, made it look and play better than I probably ever would have (and did it in a reasonable amount of time). I also want to give a big thanks to all of the people, too many to name, who play tested the many earlier versions of this map and gave excellent feedback.
This is my first real attempt at a map in TF2. Its theme is inspired by the real life Luxor and Karnak temple complexes in Egypt as well as some influence from Serious Sam: The First Encounter (which even contains a level called Sacred Yards, though it is unlike this map). This map is quite different from what people will be used to and has a number of features which are not found on other ultiduo maps. This is likely to instantly upset some people but I implore you to give it a chance. I would rather take a risk and do something different that may not be as well received than make another baloo or koth_ultiduo clone as those two are already good and distinct maps. Of course different doesn't necessarily mean fun or good but I am happy to report that for the most part the many people who have play tested the map have enjoyed it and I hope that you will too.
Some of the standout features of the map
[list]
[*] Has an ammomod vibe yet there's other geometry around to make it more interesting than just flat ground.
[*] It's quite large and open. Medic has a lot of potential with offense and defense (surfs).
[*] You can go back into your spawn. Consider visiting the sacred healing pool while you're there!
[*] There are a number of distinct approaches to holding (and therefore pushing) to consider.
[*] Having the 3D skybox enabled will make the map look fancier and prettier. (r_3dsky 1)
[/list][/quote]
[quote=Changelog]
[b]ultiduo_sacred_b3[/b]
-Reworked HDR.
-Updated some of the visuals.
[b]ultiduo_sacred_b2[/b]
-Added more ammo to mid.
-Tweaked cubemaps
[b]ultiduo_sacred_b1c[/b]
-Fixed mirroring of elevator.
-Tweaked skybox.
-Tweaked cubemaps
[b]ultiduo_sacred_b1b[/b]
-First public release.
[/quote]
can you splash those stairs? other than that i really like the idea of the map. it looks really good.
can you splash those stairs? other than that i really like the idea of the map. it looks really good.
domthewhiteguycan you splash those stairs? other than that i really like the idea of the map. it looks really good.
They're ramps disguised as stairs.
[quote=domthewhiteguy]can you splash those stairs? other than that i really like the idea of the map. it looks really good.[/quote]
They're ramps disguised as stairs.
Berethdomthewhiteguycan you splash those stairs? other than that i really like the idea of the map. it looks really good.
They're ramps disguised as stairs.
Good map decision.
[quote=Bereth][quote=domthewhiteguy]can you splash those stairs? other than that i really like the idea of the map. it looks really good.[/quote]
They're ramps disguised as stairs.[/quote]
Good map decision.
Jag my man you did good. +1
Jag my man you did good. +1
Maybe it's just me but I always get hit by a 75 damage crossbow every time I leave spawn :(.
You can see so far into spawn and just spam it for free.
Maybe it's just me but I always get hit by a 75 damage crossbow every time I leave spawn :(.
You can see so far into spawn and just spam it for free.
Hunter_2_0Maybe it's just me but I always get hit by a 75 damage crossbow every time I leave spawn :(.
You can see so far into spawn and just spam it for free.
So first of all from time to time you're gonna eat some spam shots but this can happen on the other utliduo maps as well. You could argue that it's more likely on other maps that only have two doors though it's true that the exits here are smaller and look deeper into the spawn building... but there's a ton of them. While you certainly can see where people are heading from shadows as well as glowy stuff like the medibeam I generally wanna say you're not being dynamic enough when you exit. You're telegraphing too hard where you will go and then going straight there. If you are defending from a distance then you have a very brief moment to pick a door and fire at it and the projectiles have a long travel time. If you're holding close then it's riskier to go for shots instead of healing and they'd hit for less anyway. I've tried very hard to abuse this "spamming on exit" idea as both classes and overall have found it quite difficult to reliably hit most players this way except for a rare lucky shot.
[quote=Hunter_2_0]Maybe it's just me but I always get hit by a 75 damage crossbow every time I leave spawn :(.
You can see so far into spawn and just spam it for free.[/quote]
So first of all from time to time you're gonna eat some spam shots but this can happen on the other utliduo maps as well. You could argue that it's more likely on other maps that only have two doors though it's true that the exits here are smaller and look deeper into the spawn building... but there's a ton of them. While you certainly can see where people are heading from shadows as well as glowy stuff like the medibeam I generally wanna say you're not being dynamic enough when you exit. You're telegraphing too hard where you will go and then going straight there. If you are defending from a distance then you have a very brief moment to pick a door and fire at it and the projectiles have a long travel time. If you're holding close then it's riskier to go for shots instead of healing and they'd hit for less anyway. I've tried very hard to abuse this "spamming on exit" idea as both classes and overall have found it quite difficult to reliably hit most players this way except for a rare lucky shot.
https://www.youtube.com/watch?v=G7gbLvFkSe8
Updated to Beta 2:
Changelogultiduo_sacred_b2
-Added more ammo to mid.
-Tweaked cubemaps
Download
BZ2 (for server owners)
Updated to Beta 2:
[quote=Changelog]
[b]ultiduo_sacred_b2[/b]
-Added more ammo to mid.
-Tweaked cubemaps
[/quote]
[b][url=https://www.dropbox.com/s/o581r5mm7u9kwth/ultiduo_sacred_b2.bsp?dl=0]Download[/url][/b]
[url=https://www.dropbox.com/s/5eqeznrlbbgpn0x/ultiduo_sacred_b2.bsp.bz2?dl=0]BZ2 [/url] (for server owners)