Hey guys, been quite some time since I've been here. This map was one I worked on a while back and posted on a different different mapping archive.
The following is the excerpt that was posted on that site, including a reference to how old this is, since I no longer work at a theater.
Note: This contains the original, pre-Valve mode for KotH. This map contains the version of KotH (which is remarkably similar to Valves) which I released for the masses to use a whole 1.5 years before Valves official release.
[Old Excerpt]
After watching "Indiana Jones IV" at my job one day, I suddenly had the urge to create a temple themed map. This is the result of that urge. In all actuality, it only took a couple days to execute; however, I constantly found myself putting it off elapsing the development time to 1.5 months.
Read me
KotH Mayan Depths (Release version 1)
How to win:
Take control of the center control point, aka "The Hill", and hold it for a total of 6 minutes. The individual teams timers do not reset, allowing for a game to last around a maximum of 12 minutes possible (not including the time it may take for a team to take control of "The Hill" first).
The timer that appears on the hud is for the team that currently controls the point.
---Due to issues with the engine, only one timer can be on the screen at a time, and the timer cannot be removed from the screen on a new round.
Author: Ncyphe (http://www.fpsbanana.com/members/271109)
Description:
This is a Mayan theme map, featuring a medium size indoor arena. Loaded with plenty of pillers to be used as cover, and anti-spawn camping set-up.
Notes:
I'm well aware that the hieroglyphs in this map are actually Egyption; however, with my current time frame, actually finding material files with Mayan hieroglyphs proved to be futile. Since both language sets share the same name, I went ahead and used them for detail purposes.
Also, remember to rate this map at www.fpsbanana.com
**Install:
Just extract the .bsp into "team fortress/tf/maps" directory. All custom map iles and the .txt are merged with the .bsp and will unload upon loading the map into the client.
Credits:
Map design by: Ncyphe
Custom textures credited to: Sock (http://www.simonoc.com/pages/) and his prefab: obtained from the site "The Wadfather"
Textures modified and converted to Source format by: Ncyphe
Enjoy!
Extra:
On a side note, I realize that the materials in this map do not have the best of quality . . . or bump maps; however, I found these from an old HL1 texture site and converted them myself.
Edit: Also, if many of you show interest, I can even turn this map into a fastCTF map as well.