shockwave (name undecided)

Gerbil

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Feb 6, 2009
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shockwave

HAY GUISE THIS IS STILL ALIVE.


I've been working on this map for a few months now and it finally got to a decent beta! Hooray! The map is fit for small amounts of players, but it can work with larger amounts too (8v8, 9v9 etc). Rounds will go by quickly, but that doesn't mean the fights won't be fun!

I've attempted to make the map more unique by bombarding it with custom content and awkward geometry. I really hope this turns out well.

Major thanks to:

- Acumen, for all his proppy work.
- The swamp team, great textures/models.
- The artpass contest. For inspiring me to continue this heap of crap.
- Anyone that gave me feedback/didn't quit when this map showed up as the next map on the server!
- Nineaxis, for providing me with an excuse to detail less with his density of detail article.

I'm hoping this beta will be fun to play, and nicer to look at. since the last beta was boring as hell. This is also custom texture practice for me (custom skybox, doors, poster and nothing more!)
 
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lana

Currently On: ?????
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Sep 28, 2009
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Bizarre architecture on the middle building there.
 

Gerbil

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Feb 6, 2009
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True, true. I'll probably make something different later on or make it less bizarre. Anything about the gameplay? :p
 

Ida

deer
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Jan 6, 2008
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I thought it was just great overall. I didn't check, but can you do a regular jump from the cliff to the platform with the health? If not, make sure you can, just for the sake of streamlining it a bit.

I don't really have any other comments... Just finish it. :p
 

Gerbil

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Feb 6, 2009
573
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Will do! :D

I'm not sure if you can actually do that, but I'll make it possible if it isn't.
 

Jakkarra

L4: Comfortable Member
Aug 26, 2009
167
36
When i was playtesting this with you yesterday, i noticed that this map plays very well as an area map, i usually don't like arena maps, and this thing changed that, the layout gives ample opportunities for most classes, bar the sniper, he dosent have many sight ranges, but that's good in an arena map.

I would suggest, as i did yesterday, that you place a little more cover on the side furthest from the elevator, maybe just a little building or something, it's a fairly open and boring area as-is, though it still played very well, it may just want detailing.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
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I found this map to be very small, and the catwalk stairs were particularly awkward to traverse with their 180 turns onto a narrow nuetral battlements. A lot of "turn the corner and kiss another player" moments. I think i even scared one of my own team off the structure and into the bottomless pit on one occasion.

You should make the area around the central building more interesting. Expanding and introducing more areas (but not loads) for players to take cover and flank from. The more players played this map and got to know it, the more they tended to avoid the lower ground. Health and ammo in some places should create a more even player traffic throughout your map.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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Just double posting so you can see this new image i'll throw up for you (i have no idea when the next time you check this thread will be):

arena_shockwave_a20000.jpg


I did notice your health was respawning, which is not regular arena mechanics. If you sort it out, it's often common to only intoduce one health kit (if at all). So consider this change.

edit: and consider:

arena_shockwave_a20002.jpg
 
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Ida

deer
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Jan 6, 2008
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What? Healthkits do respawn in arena, don't they? I don't want to be full of it and look like an idiot if I'm wrong, but I don't see a reason as to why they shouldn't.

Although I do agree that two healthkits next to each other is probably too much.
 

grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
5,441
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Well, go play soldier on lumberyard. self damage, then pick up the health kit.

The point of arena is that it's "all in" style gameplay. You die and don't respawn, there is no health (or one) and it doesn't respawn. You could probably look it up on the net, even.
 
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Gerbil

aa
Feb 6, 2009
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I'm pretty sure the health kit in lumberyard does respawn :p

Thanks for the feedback, I'll take it into consideration :D
 
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grazr

Old Man Mutant Ninja Turtle
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Mar 4, 2008
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I just seem to remember a bunch of us in the chatroom after the heavy class release, going "OMG how have they got a non-respawning health kit!!". Establishing it was a part of the FGD the community didn't have yet or some such thing.

If they do respawn... maybe that's a new feature :/
 
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Gerbil

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Feb 6, 2009
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I've extended the area near the death pit by a few units and added some minor cover. I'm thinking about moving the health kits near the death pit on the outside and maybe turning them into 1. Or should I split them in to 2 different areas?

Progress pics:
v5bfgo.jpg

2qn9z47.jpg
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
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arena_shockwave_a30000.jpg
 

Psy

The Imp Queen
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Apr 9, 2008
1,706
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Did you ever find out about the healthkit mystery?
 

Gerbil

aa
Feb 6, 2009
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I never checked. But a respawning small health kit won't be much of an issue.

Also I'm pretty sure health kits respawn in arena.