ARENA Multiplex

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
THIS THREAD IS OLD. CLICK HERE.

Current version: A8B

Despite what the name says, this map is a King of the Hill map, not an Arena map.

Following on from Skyline, and all the mistakes I made in it, is a completely unrelated KotH map inspired by Lumberyard. I bring you: Multiplex!

Multiplex takes place at a radio tower. Its power, efficiency and security, as well as its current lack of ownership, makes it the perfect radio tower for broadcasting confidential messages to the team's global network. Unfortunately, both RED and BLU have discovered it at the same time, and are now fighting for control under the cover of night.

Things to note:
  • a9 will include some major changes, including new spawns, extra areas and general awesomeness.
  • Players can walk straight through some physics props. Will be fixed.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
It looks really quite interesting. You seem to have some nice areas already. From the screenshots, it looks like it could use some slightly variance in the ground. Like barrels, little hills, some obsticles, rather than just flat building walls. But that might be because it's early alpha.

Good work!
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
It looks really quite interesting. You seem to have some nice areas already. From the screenshots, it looks like it could use some slightly variance in the ground. Like barrels, little hills, some obsticles, rather than just flat building walls. But that might be because it's early alpha.

Good work!
Thanks. Yeah, I tried to cut back on details. I'm trying more to add stuff that will eliminate sightlines, but height variations will be near the top of the list.
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
Arena <3

Hope the height of the point doesn't make it a solly/pyro dominated area.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
It looks ok, but you could probably do with a bit more hight variation, plus there's that huge sightline in screenshot one.

I also think you need more paths up to the point, and maybe lower it a bit. The paths are very open and long, and if there's someone capping it up the top, you don't want to have to run up those long ramps to get to him, only to be blown off if their a soldier or pyro or something.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
The lighting is really bizarre, as if the sun is right at the horizon level. If you intended the map to be set at like sunrise, this would be fine, I guess, but my suggestion would be to raise up the sun angle so there's direct lighting from the sun on the ground.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
The layout looks solid, but I think you really could use some height variation. Try messing with height levels, so that combat on the ground isn't always level.
I'm adding a few more buildings. I'll also see if I can modify the other buildings so players can easily walk on them.
Just hope I don't make the place cramped D:
It looks ok, but you could probably do with a bit more hight variation, plus there's that huge sightline in screenshot one.

I also think you need more paths up to the point, and maybe lower it a bit. The paths are very open and long, and if there's someone capping it up the top, you don't want to have to run up those long ramps to get to him, only to be blown off if their a soldier or pyro or something.
Thanks. I'll see if I can add some more paths, maybe on those long platforms.

As for the sightline, I've actually fixed that but I've proven to be extremely lazy (i.e. I haven't taken an udated screenshot). I'll add some more screenies in a2.
The lighting is really bizarre, as if the sun is right at the horizon level. If you intended the map to be set at like sunrise, this would be fine, I guess, but my suggestion would be to raise up the sun angle so there's direct lighting from the sun on the ground.
I don't think I'll need to worry about lighting just yet. The map is in alpha, and gameplay is more important, but I will have a look at the lighting. Thanks.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Update:

a2:
Added some buildings for height variation
Moved stuff around
Added some func_breakables because they're good fun
Removed some excessive env_cubemaps

(also, 100th post)
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Update:

a3:
Added some surrounding environment to make the map look nicer
Added an easter egg
 
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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Why? It was still on page 1 and there haven't been many posts here few days due no gamedays and such, so it was among first maps too.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I just wanted a bit more feedback before I sign up for a gamday.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
a4:
Changed control point
- Lowered the capture area drastically.
- Made capture zone larger
Added some.. stuff
Modified easter-egg to be more noticeable
Optimisation improvements
Widened corridors near spawns
Added more func_breakables
Removed an almost entirely useless passage that looked ugly
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
a4b:
Players do not get stuck inside physics props
Moved some stuff to stop people getting stuck
Added some more stuff

(forgot to post a2a update... bah)
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
a6:
Changed the interior of one of the buildings to add more room and improve the stairs
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
a6a:
Fixed up previously mentioned buildings
- Completely re-did roof
Added a bit more outside scenery
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
a7:
Fixed lighting issues
Completely re-did player-clipping
- More opportunities for rooftop battles
Added another passage out of spawn
Added some outside details
Added a hut around the control-point
- Added a radio tower on top of it (finally!)
Improvements with physics props
Removed the breakable glass that confused and/or annoyed people