ARENA Highdesert

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
Hi ! This is my third map I released for you. But there 6 different versions of Highdesert. Including :

ARENA_
CP_ (5)
CTF_
KOTH_
PLR_
SD_

Map theme is : Desert Industries

Enjoy.

(Screenshots take only on arena, not updated)
 
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Shogun

L6: Sharp Member
Jan 31, 2014
260
220
I'm eager to know how you managed to combine all 6 of those gamemodes into one map.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
It's not really a mix if it's six separate maps for 6 different gamemodes, now is it?
 

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
You know what I'm gonna download this and supply screenshots. I am just absolutely perplexed.

Alright so I popped onto your cp_highdesert and holy mother of overscaled map batman. This map has a lot of unused space all over. I mean look at this wicked sick sniper sightline that's present on pretty much every iteration of the map. It might be hard to tell but that's (as a guesstimation) at least 3,000 hammer units just from control point 2's room and control point 4's. Here's a third person sniper on mid building for reference.

Also why is the glass one-way here? The defending side of the glass looks bad. You should probably choose a different texture for the non-transparent glass side.

I will say on your CTF version if you focused the gameplay away from just one choke point and gave more entrances and exits this could be a decent flag room.

Onto the PLR version I popped open the console and saw this mess, it's a simple fix just disable the physics on the tracks. Oh, as well as the shadows on the tracks. Given the size of the map I'm happy you kept the track path pretty much straight to the point. Your mid doesn't look that bad but the biggest issues I see are that the enemy teams have no way of really clashing unless they both push their cart up to the slopes or one team chooses to confront the other at their cart. Given the size of the map walk times and spawn times might be a bad thing, forcing the best decision to just push your cart.

I've played maybe a total of 30 minutes on "capture the australium" type maps so I don't know much about them. Your map is still pretty overscaled in this version but I find it funny the pickup for the australium and the capture point are right above each other with only one path, seems like it's just a sticky jump / scout rush.

I would say make this a CTF or Arena map if anything; scale it down and focus on making the playable space a bit more interesting. A few of the gamemodes have glaring flaws but with some work a few of them will play nicely.
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
You know what I'm gonna download this and supply screenshots. I am just absolutely perplexed.

Alright so I popped onto your cp_highdesert and holy mother of overscaled map batman. This map has a lot of unused space all over. I mean look at this wicked sick sniper sightline that's present on pretty much every iteration of the map. It might be hard to tell but that's (as a guesstimation) at least 3,000 hammer units just from control point 2's room and control point 4's. Here's a third person sniper on mid building for reference.

Also why is the glass one-way here? The defending side of the glass looks bad. You should probably choose a different texture for the non-transparent glass side.

I will say on your CTF version if you focused the gameplay away from just one choke point and gave more entrances and exits this could be a decent flag room.

Onto the PLR version I popped open the console and saw this mess, it's a simple fix just disable the physics on the tracks. Oh, as well as the shadows on the tracks. Given the size of the map I'm happy you kept the track path pretty much straight to the point. Your mid doesn't look that bad but the biggest issues I see are that the enemy teams have no way of really clashing unless they both push their cart up to the slopes or one team chooses to confront the other at their cart. Given the size of the map walk times and spawn times might be a bad thing, forcing the best decision to just push your cart.

I've played maybe a total of 30 minutes on "capture the australium" type maps so I don't know much about them. Your map is still pretty overscaled in this version but I find it funny the pickup for the australium and the capture point are right above each other with only one path, seems like it's just a sticky jump / scout rush.

I would say make this a CTF or Arena map if anything; scale it down and focus on making the playable space a bit more interesting. A few of the gamemodes have glaring flaws but with some work a few of them will play nicely.

I started fix all of those error you found for alpha 2 or later. Thanxs
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
Alpha 2 released ! (thanxs to Vincent for fixed a lot of problems)
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Can you get some screenshots of the map? I'd like to see it without downloading.
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
Alpha 4 released !

But ! I have nothing to add after because I haven't got good idea, missing inspirations and/or whore if I copy a part of a Valve map. So please could you help me for like :

- Engie/sniper spot
- Add new rooms

Thanxs
 
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