Foreman

Tenn1502

L1: Registered
Jul 23, 2009
27
1
This is my first map, so bare with me.

"Somewhere in the middle of nowhere on the future site of a Spytech base, two teams arrive by train to claim it for their own."

This is Arena Foreman, a construction site themed arena map where the control point is suspended by a crane that slowly rotates around a half finished building. The 4 story centerpiece is geared towards vertical combat, while the revolving CP keeps cappers on their toes so they don't fall off.

This map works better for KOTH, and I plan on making a separate version of it eventually. But for now enjoy the arena version.

Known bugs:

- Most if not all of the problems facing this map stem from the moving CP, if someone touches the front of the platform they can become stuck in mid air for a few seconds.

- I doubt there is any way to fix this but the platform slides out from under player's feet; they must keep moving in order to cap it. All in all it's not that big of a problem and adds a new layer of difficulty to the game; as you must make sure you don't slip off and have to climb all the way back up.

Other notes:

- This is only V1, so things like the background are a bit underdeveloped.

- Unfortunately, I haven't been able to playtest this map with multiple people, I need a server to host it so I can observe the way people play this map and make adjustment accordingly.

Please tell me what you think and how I could improve on my map.
 
Last edited:
Apr 13, 2009
728
309
Heh, it doesn't look bad actually. Of course due to the choice of the environment, it's gonna be a little hard to detail certain areas. If I were you, I would try to look for an alternative concrete texture if possible (like, keep the current one for the ground but use something else for the walls ?)

Anyway, if you want to have it played, consider submitting it to a gameday and come play with us.

It's hard to comment on the gameplay from the shots and to be perfectly honest, I'm too lazy to download it right now, but it seems you can circumvent the whole building be running around it ? If so, aren't you afraid that both teams will just kill each other outside and not use the building site, though it looks like it was meant to be the centerpiece of the action ?
 

Tenn1502

L1: Registered
Jul 23, 2009
27
1
That's a good point, like I said this really works best for KOTH (but I currently don't know how to make it one). I suppose for the Arena version I could put up fences and walls that force people to scale the building to meet their opponents, but I was afraid that might render different sections useless. I'll have to do some playtesting to see if people don't instinctively go up.

Sorry for my ignorance, but what's a gameday?
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
It looks very open in places and awkward around the cap. I have no idea what you should add, maybe piles of steel for cover or something?
 

Tenn1502

L1: Registered
Jul 23, 2009
27
1
It looks very open in places and awkward around the cap. I have no idea what you should add, maybe piles of steel for cover or something?

I need to playtest it, than I can make the necessary adjustments. And the cap moves, I have boxes and platforms set up so that the point is accessible most of the time to average jumping classes, and always available to scouts who can crouch jump.

Admittedly this discourages people to even try to cap the point in arena mode, but like I said this is meant for KOTH.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Just a little CP hint, try adding something on the corners; even extending the i-beams (if they're brushes) in one direction will work. It seems kinda barren around there.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
This looks great, absolutely perfect attention to detail. my only gripe would be the area around the building. It looks very bland, and i have a feeling players will wind up using it. so, if you want to be really radical, you could solve both of these problems at once by digging a trench around the building (filled with death). Of course, this is the most extreme course of action. A few stray building props (some concrete tubes, metal sheets, brushwork timber and cement) would break up the ground and i'm sure you could find another way to gravitate players towards the tower and the point. Great map, I'll see if i can find a server to put it on.
 

Tenn1502

L1: Registered
Jul 23, 2009
27
1
This looks great, absolutely perfect attention to detail. my only gripe would be the area around the building. It looks very bland, and i have a feeling players will wind up using it. so, if you want to be really radical, you could solve both of these problems at once by digging a trench around the building (filled with death). Of course, this is the most extreme course of action. A few stray building props (some concrete tubes, metal sheets, brushwork timber and cement) would break up the ground and i'm sure you could find another way to gravitate players towards the tower and the point. Great map, I'll see if i can find a server to put it on.

*snap* That's it! I'll put concrete tubes and whatnot, thanks! ^^ And could you tell me if you put it on a server?