cp_egypt_v2

Credits

Submitter
  • P2: Drudge
    Points: 6,624
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    Account Age: 6 years
heyo (Creator/Co-creator)
Key Authors
heyo

Rating

9.41/10
Based off 25 rating(s)

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Additional Info

Development State
Final/Stable
Version
2.0
Maximum Players
32

Stats

Post Count
61
ViewCount
21,431
Downloads
5,485
Date Added
4 years ago
Date Modified
4 years ago
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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

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Comments

    • P1: Beggar
      Points: 490
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Great map, love to play it. After the recent changes: Cap 2 on stage 2 is a little more difficult than before to cap. I prefer it the old way. Cap 2 stage 3 feels too sniper friendly to me, wide open area with only a few small doors to enter from. Seems to favor defense too much.

    Bananite
    • P1: Beggar
      Points: 35
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      Account Age: 3 years

    Pros: Stunning graphics! nice original theme. Cons: slightly unbalanced particularly at the part shown in screen shot 3. Improvements: Well now that it's on Steam there's no improvements you can make. Besides it's perfect Notes: Cograts on getting this map and junction on steam!! though I would have liked to have seen harvest on there.

    • C1: Member
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      Account Age: 3 years

    This map is amazing!!

    "We band of brothers"
    • P2: Drudge
      Points: 1,048
    • E1: Helper
      EF: 2
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      Account Age: 4 years

    Congratulations on your addition into the Scout update!

    TF2maps.net Moderator
    • P1: Beggar
      Points: 40
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      Account Age: 3 years

    Looks like an AMAZING map, I'm just gonna wait for the scout update to play it though. Congrats on making TWO official maps!

    I am awesome, you are not
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      Account Age: 3 years

    ..no need to download now! valve likes this map... looks VERY good.

    Bananite
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    Congratulations for the map becoming an official map. Your map also looks fantasic no wonder valve selected it.

    • P2: Drudge
      Points: 6,624
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      Account Age: 6 years

    I've played it on 32 player servers and it runs fine for me all on high, smooth 60 fps. It's not like I have a super computer either, just an average one.

    Check your +showbudget to see if you're getting the wierd lag spike issue where it thinks the map has a bunch of dynamic lights. It has no dynamic lights but for some reason this happens, I'm trying to figure out why.

    My optimization is not the problem here and the issue you are having with it is rare. Just restarting the game will probably fix it as I've heard from some people. Still, I am trying to find the cause.

    Bananite
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    Fragimus_Max

    On two different servers, at 32 players each, it didn't seem to run so well. It wasn't a video card issue either since 94% of the maps I review run smoothly. I play TF2/HL2/Portal with all video settings at 'high' on a system that's more than adequate to handle running the entire Orange Box.

    Developer / Map Critic
    • P1: Beggar
      Points: 199
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      Account Age: 5 years
    Posted by Fragimus_Max 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.

    What, are you running a 6800? I get no video lag what so ever. I have a 8600GT and get solid 40+ fps everywhere

    3D Modeler
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