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⚠️ The file has been updated since this review was written. The comments may not apply to the newest version. Late to the party but yeah, this is a great one! Great motif and it plays even better.
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⚠️ The file has been updated since this review was written. The comments may not apply to the newest version. Ankh is a fantastic map, and it's really awesome to finally see a mirrored CTF map with solid competitive gameplay. I can absolutely see the layout influence from TF2's Lakeside, and the layout changes that have been made here were definitely for the better. The visuals here are also fantastic, and I especially appreciate the attention to detail in the RF-themed hieroglyphs.
Shifting focus specifically to beta 11: - The added shotgun and SMG pickups in are certainly positive. Previously, after spawning on the PR side it could be difficult to find a weapon before having to take a fight. That is completely remedied now, and the map is definitely better for it. - I am still of the opinion that the map on the whole would benefit from just a handful more ammo packs scattered around on frequently navigated routes - especially for the shotgun, AR, and PR. I don't generally think requiring players go out of their way to find ammo is a positive gameplay element, and I find myself having to do that on this map far more often than most other frequently played competitive maps. It's not an enormous problem and it certainly doesn't affect the map's unquestioned status as a solid competitive arena, but I do think that adding some more ammo on frequently navigated routes would improve the gameplay even more. - I entirely disagree with decision to remove the water, though. Visually, I think that area of the map objectively looks better with the water, but more importantly than that, the water provided a valuable sound queue that alerted nearby players when someone was going for the fusion. A level of strategic depth was lost with the removal of the water. I understand the logic provided in the description for its removal, but I completely disagree with removing a valuable gameplay element that increases the strategic depth of the map simply to allay a small amount of confusion. If someone is confused and avoids the water, they don't get rewarded with the fusion, it should be as simple as that - there's no need to reduce the complexity of the map because of it. I feel strongly that the removal of the water is an unnecessary step backward, and I hope to see that change reverted in the next release. Great work on this one! Ankh is a map that plays good both competitively and in pubs/GN, and it's one I expect we'll all be playing for years to come. |
| Name | Date Added | Downloads | Quick Links |
| Ankh (beta 12) (newest) | 12/04/2025 | 32 | [Download] [Install] |
| Ankh (beta 11) (you are here) | 04/25/2025 | 141 | [Download] [Install] |
| Ankh (beta 10) | 04/20/2025 | 44 | [Download] [Install] |
| Ankh (beta 9) | 12/13/2023 | 129 | [Download] [Install] |
| Ankh (beta 8) | 12/04/2023 | 56 | [Download] [Install] |
| Ankh (beta 7) | 11/23/2023 | 63 | [Download] [Install] |
| Ankh (beta 6) | 10/28/2023 | 65 | [Download] [Install] |
| Ankh (beta 5) | 08/11/2023 | 79 | [Download] [Install] |
| Ankh (beta 4) | 06/10/2023 | 81 | [Download] [Install] |
| Ankh (beta 3) | 06/09/2023 | 50 | [Download] [Install] |
| Ankh (beta 2) | 06/09/2023 | 46 | [Download] [Install] |
| Ankh (beta 1) | 06/05/2023 | 55 | [Download] [Install] |
(Old revisions are provided for historical reference purposes. They may be incomplete, or have bugs or other issues.)
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