Post news RSS pvk_temple 2.3!

pvk_temple has undergone some huge changes in gameplay, detail and More Traps!

Posted by on

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 cover
    Bigger play area
    Additional paths and rooms
    More traps!
    Detail and lighting variety

Let's get started, I'm excited to show you these changes!

Wider Hallways with More Cover

Possibly 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!

User Posted ImageUser Posted Image

Bigger Play Area

The 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!

User Posted ImageUser Posted Image

Additional Paths and Rooms

As 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!

User Posted ImageUser Posted Image

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!

User Posted ImageUser Posted ImageUser Posted Image

Detail and Lighting Variety

In 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!

User Posted ImageUser Posted Image

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
Bernardrego
Bernardrego

OH GOD NOT SPIDERS T-T
Looks great by the way

Reply Good karma Bad karma+3 votes
Spooboy
Spooboy

Were doomed...

Reply Good karma Bad karma+6 votes
Bender411
Bender411

Nice work! I think 2.3 would be great!

Reply Good karma Bad karma+3 votes
Kamikazi[Uk]
Kamikazi[Uk]

Great work. The map looks great.

Reply Good karma Bad karma+2 votes
DOLBYdigital
DOLBYdigital

Sweet update!
Cannot wait for 2.3

On a side note, I would really love to see an option for servers to be able to block certain characters or weapons from being selected. My main reason for this is because I feel like the melee system is so well designed that the projectile weapons can really hamper the fun sometimes.

I know that some characters have shields that block that stuff but for the others it can ruin the up close kick *** melee system. I still enjoy the normal game but would love to have the option to join/create a server with no projectile weapons. Just a dream of mine but I'll love PVK no matter how it goes :)

Reply Good karma Bad karma+3 votes
Daystranger
Daystranger

I agree. We need a melee only option.
Also weapon damage\speed could be equal for all classes on those servers.

Reply Good karma Bad karma+1 vote
stevealmighty
stevealmighty

i think this idea would only work on a player vote kind of thing because there could be too many servers using melee only

Reply Good karma Bad karma+2 votes
FJS
FJS

Looks great! Cant wait.

Reply Good karma Bad karma+1 vote
RogerRamjet
RogerRamjet

Excellent.. the textures and lighting look so much better than before. Very realistic. A nice improvement on the older work.. great job...

Reply Good karma Bad karma+1 vote
Bird_of_Prey
Bird_of_Prey

I really like these changes. Temple was probably my least favorite map, this could change that! The textures are great too.

Reply Good karma Bad karma+1 vote
PytoX
PytoX

Nice stuff, especially the spider thing :D

Reply Good karma Bad karma+1 vote
mikejkelley
mikejkelley

Looks killer!

Reply Good karma Bad karma+1 vote
AlCool
AlCool

WHY SPIDERS?! WHY?! I FRICKEN HATE SPIDER?!

Cool though...

Reply Good karma Bad karma0 votes
awesomepossum
awesomepossum

Awesome Transformation, I know how hard it is to look at a map and say all this needs to be redone. Congrats for getting it done!

Reply Good karma Bad karma+1 vote
Jesternz08
Jesternz08

Looks sweet! you guys seem to like to continually update this map, which is cool, but I would also like to see some more new maps.

Reply Good karma Bad karma+1 vote
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.