Good Afternoon!
Today I bring you news from the world of pvk_temple. Though it's still an ongoing work in progress, I've never been as happy with the map before as I am with the current beta. A few of the major changes and additions to the map are:
Wider hallways with more coverBigger play areaAdditional paths and roomsMore traps!Detail and lighting variety
Let's get started, I'm excited t show you these changes!
Wider Hallways with More CoverPossibly the most annoying thing about pvk_temple in beta 2.2 is the hallway width. There's almost no room to maneuver and players are constantly blocking each other. Overall the map felt way too cramped and I was wary about trying to open it up, knowing it would take quite a bit of work!
Well, it wasn't easy getting the map to the size it is now, as all the hallways are interconnected so changing one means changing them all! It was totally worth it though, the players will finally be able to breath while fighting each other. To give you an idea of the width change, version 2.2 of the map's hallways were 4 tiles wide. You'll see in the following shots that the new Temple's hallways span 6 tiles across. This change, along with soft player clipping, gives the players an enormously better maneuvering space to fight in and has really improved the gameplay of the map!
Bigger Play AreaThe hallways aren't the only parts of the map that I've expanded on. In the new Temple, all areas have been expanded to allow for more fighting room. This has also made the whole map bigger, allowing for a full server of players, without the ungodly amount of chaos of the original. To some, the reduction in chaos may sound like a bummer, but I can assure you that it's improved gameplay ten fold!
Additional Paths and RoomsAs part of the expansion process, I've also added a few new rooms and paths throughout the map that give the grail carrier more options, especially when alone and trying to regroup with teammates. This benefits the Pirates a bit more, as their fighting style relies on movability and they used to get completely annihilated in 2.2 on this map. Overall, the map is much more balanced to all three teams!
More Traps!One of the unique things about Temple is the traps in the map. Some could be a bit of an annoyance, but have gotten better due to overall map size. I've also taken the liberty of changing a few of the existing traps to make them player controlled, letting you wait for your opponents to show up, then with the flip of a lever, they're toast! It's a lot more fun being able to control the traps to surprise your opponents.
In addition to the changes made to the existing traps, there are a few new traps in the map. A few examples include an Indiana Jones style rolling boulder, a secret spinning door you can trigger to trap your opponent in a room of deadly crows and a spider web that will eat you alive!
Detail and Lighting VarietyIn 2.2, Temple has a very bland lighting arrangement. Most of the map is lit by torches and is basically uniform. To change this, I've added some variety to the sources of light. Now you'll find fewer torches and more areas lit by lava and sky, giving the map a much needed ambiance.
In addition to the lighting changes, I've also gone around the map to add more detail to places. There's still more to come, but for now you can get an idea of what I'm going for!
Well now, that about sums up today's post! Join us next week for a short video demonstration of some of these traps in action, as well as a look at pvk_island and pvk_frostbite for 2.3!
Be sure to Keep an eye out on our
forums and our
Mapping Competition sponsored by
Noesis Interactive! There have been some great posts and even a beta version of one of the maps available for testing!
Comments
I really love the new temple, the current temple has the bug with the spikes btw, if once activated, they bump back in and out all the time, and leave about 3/4 of the motion! so.. It is instant death.
But that looks nice o.0
Keep up, good work :>
*learns how to play archer*
Especially those spiderwebs are very special.
Will there be a big spider then too? or just the web?
If second it would be a living one, lawl
We wanna more , like gestir or something like that , i think in April the patch come out but maybe i am wrong...
I can't wait to trap some cocky pirates.
We wanna more , like gestir or something like that , i think in April the patch come out but maybe i am wrong...
Duh, they save the best for last!
For years CT's sorrow at the current version being underplayed has built up and is now converted directly into awesomeness which he has lovingly baked into the new temple.
Since achievement pics are something of lesser importance, they are usually something done in later stages of development (at least I'd do that if I were a developer), so don't count on any of the pics being ready by this week's post. ;p
And achievements aren't one of the items that are planned for this week. So you have to wait.
The team decides if YOU are going to see something. Be thankfull that they're giving so much awesome updates this frequently.
They give you more info then any mod or game, out there.
It doesn't really, I was simply trying to imply that putting the rolling eyes smile behind a suggestion makes it look like a sarcastic comment (and are thus bothered by it). You clearly received that message.
I wonder if there will be an actual spider npc, or at least a dynamic model