[WIP] Arena_Skyline

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Hey there, I'm a noob to mapping, and this is the first map I've seriously tried to actually create instead of just experimenting with stuff. The map's name is Arena_Skyline, and as of yet it's still 'under construction', this might be a reason for me not create this thread, but I figure that any feedback I get on this site is good feedback and I best be getting it as soon as possible. My screen shots aren't good so in order to not confuse you as much it'd probably be good if I describe the level first.

It's essentially two towers, one a bit of a distance apart from the other, and between them, connected by bridges is a platform in the middle of the map. There are two levels to this map currently: the top of the towers and bridges, and inside the towers and bridges as well as a smaller platform located underneath the aforementioned one.

Here is a shot of the middle of the map taken from the top of the red tower:
skyline0003.jpg

You can see the platform on top (where eventually the capture point will go) as well as the platform underneath (where the only health pack on the map is located). I have tried, and it is possible to reach the bottom platform from the top one if you are a scout, but have not succeeded with any other class.

A shot of the blue base:
skyline0002.jpg

Eventually a staircase will be added that will take you from the top of the tower to the bottom, as well as some battlements up front (closer to the photographer) as well as some gates, fences, or walls at the back to prevent someone from running backwards off the tower during a fight, but right these elements are not there. Also, I plan to add windows to the bridges just as you exit the building from the bottom, allowing one to fire at the lower platform.

A closeup of the lower platform:
skyline0004.jpg

In all the hallways/bridges leading to this platform there is a small ammo-pack. Hopefully this will provide ammunition to anyone close, but not provide enough ammunition to allow for a survivable firefight. In addition, these ammo-packs will be closer to anyone in the bridges shooting at the person in the middle, essentially making this small platform a shooting gallery.

Here's a shot of inside the blue tower.
skyline0007.jpg

This is where everyone will spawn when a match starts. As said before, there will eventually be stairs here to allow people to get to the top of the tower, and, by extension, the capture point.

A shot of the inside of the red tower.
skyline0010.jpg


Here's a shot that helps one understand how far the bottom of the map is from the top.
skyline0014.jpg

I hope to eventually give this map a 3D skybox to close off the map, but that's not here quite yet.

And here's what happens when you fall off. :p
skyline0015.jpg

skyline0012.jpg


The map isn't pretty, but I wanted to focus on making sure that it would play well. I know the skybox needs to be changed and various props need to be added, but if there is anything really wrong with how the map will play, then I'd appreciate feedback on that.
 

Zipok

L2: Junior Member
Jun 26, 2008
96
5
I want to ask a couple questions, as asking questions about someones work is perhaps one of the best ways to help it get better IMHO. (This includes asking questions from yourself too.)

Is the lower level of any value except the medikit? Is it profitable for a team to go there and take control?
How dangerous is the top level where the point itself is? (How easily you can fall off, that can be frustrating if too easy)
How are the lower and upper parts connected, and how many entrances to the areas there will be?

Edit: Funny btw, I once worked with a map that was called "cp_skyline" :p
 
Last edited:

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Is the lower level of any value except the medikit? Is it profitable for a team to go there and take control?

How dangerous is the top level where the point itself is? (How easily you can fall off, that can be frustrating if too easy)

How are the lower and upper parts connected, and how many entrances to the areas there will be?

With new modifications it is really useful in attacking from a distance. Also, it allows for another method to get to the other side of the map. The tunnels/hallways/bridges would also probably prove invaluable to spies as well.

The top is actually very hard to fall off of accidentally. You have to be paying really no attention to where you are and where you're going geographically to have that happen. The top part is very exposed to fire from ether base, so the danger really comes from other players shooting you more than from falling off.

There's two ways to get to the lower levels (three if your a scout), each of the towers now have stairways that can take you to and from the lower levels. If your a scout it's actually possible to just jump off the top level and then jump backwards onto the lower level. Each tower has four entrances, as does each middle section, both low and high.

Screen shots.

Windows have been added to the lower bridges.
skyline0018.jpg

skyline0024.jpg

skyline0025.jpg

The windows allow one to easily fire at the lower-middle platform, as well as select parts of the upper platform and bridges.

A ramp leading to the top of the map has been added to each tower.
skyline0022.jpg

skyline0023.jpg


Sniper fences have been added to each tower.
skyline0019.jpg


Barrels have been added to the upper-center-platform., with three being positioned facing each tower.
skyline0021.jpg
skyline0020.jpg

This provides some cover from the tower they are positioned in front of to anyone who crouches behind them, while allowing that same person to fire at select parts of the tower the barrels are in front of.
 

psihomir

L4: Comfortable Member
Mar 17, 2008
192
32
Well, it's ok for a first map, but it's way too open. I don't mean the floating-in-the-sky thing - that's ok and I kinda like it, I mean the playable area is too big and empty, Scouts (and probably Snipers) are simply going to dominate this. TF2 maps need to have a lot of cover, and varied locations so that every class can finds its place - you need to make small, stuffed rooms and corridors breaking up the open areas, while still leaving some spacious locations. It's all about variety :)
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Update

Tried to decorate the spawn rooms a bit.
s.jpg

skyline20000.jpg

skyline20002.jpg


I changed the texture for the interior of all the bridges.
skyline20003.jpg

skyline20004.jpg


I changed the fences on each tower.
skyline20005.jpg

skyline20006.jpg

You'll also notice that I added a small health kit to corner of each tower.

Put a billboard for RED and BLU on the bottom of the map.
skyline20008.jpg

skyline20010.jpg

skyline20015.jpg

skyline20011.jpg


Most importantly, I added a building to the upper-center platform.
skyline20007.jpg

skyline20013.jpg


You can get on top of it if you are a soldier or demoman.
skyline20009.jpg

I have since removed the small health-kit from the top of the center building, as I figured that the height advantage was enough of an edge. The way it is done allows for whoever is on top to actually avoid fire from one of the towers by simply backing up.

It's also possible to get on top of the building for an engineer.
skyline20016.jpg

I haven't found a use for this other than it serves as a means for a heavy or any of the other classes to get on top of the building.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
The main problem I see right now is that it kind of looks like the whole construction would break together if a fly landed on it. Paper-thin bridges like that look completely unnatural, try adding different means of support, like some beams here and there.
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Update

Hey again, I've finally added the stuff required for the map to actually function as an actual arena map.

Here's the cp.
arena_skyline0001.jpg


Barrels have been added to the top of each bridge to help someone who is in the middle tell which bridge leads where.
arena_skyline0002.jpg


Extended the ceiling of the middle building. :thumbup1:
arena_skyline0003.jpg


Here's the bot I was playing with.
bot01islookinggood.jpg

arena_skyline0005.jpg

arena_skyline0006.jpg


I guess I could upload it now as an beta stage, but I doubt anyone would actually want to play it. :mellow:
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Before you upload it, add in some lights please, so that you get some shadows. It's more important than you may think, since it helps players see distances and stuff properly.
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Update

Before you upload it, add in some lights please, so that you get some shadows. It's more important than you may think, since it helps players see distances and stuff properly.

In accordance with BreadHeadFred's suggestion, I've added a very bad looking 3D sky box and, by extension, environmental lighting.

arena_skyline0025.jpg


arena_skyline0022.jpg


arena_skyline0015.jpg


arena_skyline0008.jpg


arena_skyline0007.jpg


I still need to add lighting to the interior of the buildings, though.
arena_skyline0018.jpg


arena_skyline0019.jpg


Here's a random question: Do static props which have their world model set to lamps and other sorts of lighting fixtures give off light, or do I need to add the actual lighting myself in addition to the static prop?
 

Bun

L1: Registered
Aug 2, 2008
32
1
You have to set the light yourself. Props are just props. :p
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
For the initial test, simply adding an entity called "light" in the dark places is enough. Later, though, you'll have to add other light entities and edit some of their properties (brightness, color...the latter of which should always be white) when you're getting to the phase when you want your map to look great.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Later, though, you'll have to add other light entities and edit some of their properties (brightness, color...the latter of which should always be white)

Except when they're yellow lanterns, or purple-gray, or slightly blue. :lol:

Always check the official maps to see what color your light should be.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Except when they're yellow lanterns, or purple-gray, or slightly blue. :lol:

Always check the official maps to see what color your light should be.

Well, just don't make them a bright red and I'll be happy. :thumbup:
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Consider switching up your brick columns also. Break it up so it isn't just a boring stack of brick. Use your imagination! :D
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Consider switching up your brick columns also. Break it up so it isn't just a boring stack of brick. Use your imagination! :D

:( The biggest problem with this map is that currently the style that TF2 uses it barely goes with it whatsoever. All official TF2 maps take place on the ground, and none of them feature gameplay on really high buildings. If this map ever does begin to look like official map quality, it's going to take a very, very long time... :mellow:
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
For example: try adding in windows to other rooms you can see, but can't get to. Try adding props like pipes and vents. You can do this man!
 

Dan2025

L2: Junior Member
Aug 29, 2008
67
4
Update

I fixed the 3D sky box up a bit. Please note that the texture used for the ground has since changed, and the overall shape of the ground has been improved more, and now the 3D sky box looks looks noticeably better then even what is displayed in these pictures.

arena_skyline0040.jpg


arena_skyline0041.jpg


arena_skyline0042.jpg


arena_skyline0046.jpg


arena_skyline0043.jpg


arena_skyline0050.jpg

The floating rock in the above picture has since been fixed.

Here's something I thought was cool. The demoman in this picture is actually at the very edge of what is the "playable" map.
arena_skyline0051.jpg



Added lights to the bridges.
arena_skyline0047.jpg