Arena Lighthouse

laghlagh

L6: Sharp Member
Jul 15, 2008
389
53
I still like 4 better, except for those pink houses in the background :)
Use 4 and give it more warm lights for contrast.
 
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Caspian30

L1: Registered
Nov 7, 2008
10
1
Map Exploit (b1b)
Directly behind the health packs players can hide in the wall. You can also build sentries in the wall and they are not visible. However you can make out the shadow of players hiding in the wall. I can take a screenshot later but the location is easy to find.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
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Changelog

Visuals

There are a lot of small changes but here are the most important ones!

  • Changed environment lighting to bring the overall brightness up
  • Changed 3D skybox slightly
  • Replaced staircase with a smooth ramp

Gameplay

Again, there are a lot of changes!

  • Moved cover around to help improve gameplay for slower classes
  • Replaced healthkits with a pool of water to improve the pace of the map
  • Added large ammopacks outside each spawn and two medium ammopacks on either side of the lighthouse
  • Generally re-worked the right-side route
  • Added a building at the center of either side to provide hard-cover when moving from one side of the map to the other
  • Added clip brushes to the platforms at the ground level of the lighthouse to make it easier to walk onto

Misc

  • Volume changes in the soundscape
  • Reduced filesize from 34.2Mb to 24.6Mb

Download

 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
nice screenshots, i love the choice of lighting
one thing, since the scenery is at the ocean, did you experiment with fog?

I just grabbed the fog from Well and threw it in. That's definitely something I will be experimenting in for the third (and maybe final) version. :)
 

Laz

L420: High Member
Jul 5, 2008
461
35
the little water pubble is a bit to deep and steep at the edges, got a bit annoyed trying to get out.

also the base of the lighthouse with the CP seems a bit fragile to support such a tower. the walls are so thin, perhaps add some thicker beams on the outside?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Anybody want to add any thoughts from last night's playtest?
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Anybody want to add any thoughts from last night's playtest?

yup - you need to bring the skybox cliffs in or lower the fog value - seeing solid blue cliffs looks painful.

Other than that I'm liking it :thumbup1:
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
I agree with Youme, seeing a little more cliff detail might be cool.

One of the small red buildings (angled) has angled floor tex, all the other buildings are straight.

I saw z-fighting at bottom of spiral ramp, the brush under it shares the same front face area.

I've been playing this alot, no complaints, one of my favorite arena maps hands down. Lumberyard is my fav valve one, this is right there. Then I like badlands and ravine. So it's better than most Valve arena maps IMO.
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Oh, today while playing i saw a scout up in the top spawn room window, think he double jumped up the shelves.
Probably need to clip those trims.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
yup - you need to bring the skybox cliffs in or lower the fog value - seeing solid blue cliffs looks painful.:

I thought it looked good at first but in retrospect I can see why it needs changing. :p

I've been playing this alot, no complaints, one of my favorite arena maps hands down. Lumberyard is my fav valve one, this is right there. Then I like badlands and ravine. So it's better than most Valve arena maps IMO.

Thanks. :)

I'll address the issues you've mentioned, as well as doing some final optimisation for the next (and probably final!) version.
 

Vigilante212

L420: High Member
Dec 21, 2008
481
33
I see you use a custom soundscape in your map. I cant seem to get mine working does yours work? Was wondering if you could help me on that.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
I've decided that each month I'll be doing a "Promising Upcoming Customs" entry in my blog. This month Lighthouse made it on my list of 3 as it looks to be a map that will actually make me want to try arena style play again. The map is looking great and, judging by the positive feed back, promises some balanced and fun gameplay.

Out of curiosity, how much longer will it be until release?
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
I've decided that each month I'll be doing a "Promising Upcoming Customs" entry in my blog. This month Lighthouse made it on my list of 3 as it looks to be a map that will actually make me want to try arena style play again. The map is looking great and, judging by the positive feed back, promises some balanced and fun gameplay.

Wow, thanks! :laugh:

Scotland Tom said:
Out of curiosity, how much longer will it be until release?

The final version will probably be out towards the end of next month as I'm currently pushing another project towards the finish line. ;)
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
lighthouse_release_01.jpg





Author: Aaron 'Psy' Garcha
Contact: aarongarcha[at]gmail[dot]com

Special thanks to What Is Schwa? for providing the KOTH entity setup!

---------------------------
RC1 Changelog
---------------------------
Performance
  • Reduced the amount of static props to improve performance.
  • Decreased the fade distance of static props to improve performance.
  • Overall increase in FPS

Visuals
  • Changed 3D skybox fog
  • Changed a few textures on RED's side
  • Fixed z-fighting at the bottom of the staircase model

Gameplay
  • Added a wooden plank across the second floor of the lighthouse
  • Moved ammopacks that used to be by the lighthouse to the nearby rocks
  • Moved exit/entrance of both middle buildings to reduce line of sight
  • Changed water section so it's a lot easier to walk in and out

---

The map is finally out of beta and any further changes will be very minor. Consider it finished. :)
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
It looks beautiful! I need to download and take a stroll through it.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
We're using one of your older versions on our tf2 server, I'll update! Thank you!
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
Played the KOTH version tonight with 10 people. It was a lot of fun. I think it would be a little better if there was another raised position on either side for people to fight over. As it is right now people just run up and run straight for the lighthouse. By adding another raised position overlooking the lighthouse, you'd give teams a way to attack the CP without having to be right on top of it.

In addition, I'd suggest raising the respawn timer to 10-12 seconds. I respawn after 4 seconds right now and even with only 10 people it was extremely chaotic. Another possibility is setting the respawn timer to the number of players, with a cap of 15 seconds. That would make it play really well with any number of players without letting the timer get too high.

Beautiful work, btw. :)