- Aug 23, 2008
- 345
- 60
My first finished map. An arena set in the Egypt setting around and in a fake pyramid used to disguise a weather machine.
Scouts can run up the side of the pyramid and double jump across if timed well and soldiers rocket jumping from the outside of the central building can make it to the roof.
There is a health kit on a very narrow track over the water. The water will become lethally electrified for a split second at a random time between three and ten seconds. Pay attention to the shocks. Once it sparks, you have three seconds where you're guaranteed to not be killed, just enough time for a heavy to go in and get out. There is a sign now that will indicate when it is safe to go in the water. Power off means it's safe to swim. Power on means that the shock could occur at any second.
The main design goal I'm going for in this map is to make both defense and attack useful, unlike most arena map which I've noticed strongly favor an attack role. The high ground, the hill, is completely separated from the point, but still in the middle. This means that teams will fight over the hill, while defending classes have time to setup on the point. Having a good attack may wipe out the other teams attack, but that team can still win if it has a better defense.
Screenshots here.
Thanks to A Boojum Snark for the Gametype library, Ravidge for the lighting library, Ian_suffix for the crane located here, vanillachicken for the soda machine, and Big Rexy for the beartrap, dynamite, and beer stein.
Scouts can run up the side of the pyramid and double jump across if timed well and soldiers rocket jumping from the outside of the central building can make it to the roof.
There is a health kit on a very narrow track over the water. The water will become lethally electrified for a split second at a random time between three and ten seconds. Pay attention to the shocks. Once it sparks, you have three seconds where you're guaranteed to not be killed, just enough time for a heavy to go in and get out. There is a sign now that will indicate when it is safe to go in the water. Power off means it's safe to swim. Power on means that the shock could occur at any second.
The main design goal I'm going for in this map is to make both defense and attack useful, unlike most arena map which I've noticed strongly favor an attack role. The high ground, the hill, is completely separated from the point, but still in the middle. This means that teams will fight over the hill, while defending classes have time to setup on the point. Having a good attack may wipe out the other teams attack, but that team can still win if it has a better defense.
Screenshots here.
Thanks to A Boojum Snark for the Gametype library, Ravidge for the lighting library, Ian_suffix for the crane located here, vanillachicken for the soda machine, and Big Rexy for the beartrap, dynamite, and beer stein.
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