capricorn

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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arena_capricorn

An Arena map

By Sebastian 'Seba' Grus

Thanks to:

A Boojum Snark - gametype library
func_door - Cafe testing
weapon_penguin - making Hardhat
Acegikmo - environment library
Void - sexy grass blends and attempting to do the Capricorn sign
feedbackers - feeding backs and feedbacking
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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yeahyeahyeah, you wouldn't need pics if you played it :p

Compiling a3, pics up soon.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
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I might have needed pics that I could draw on to give feedback. DIDNT THINK ABOUT THAT HUH?
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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:C Stop yelling at me...
 
Jun 19, 2009
812
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Fun to play on. I have 2 suggestions.

1) Possibly add some stairs / method of getting up to the second floor from the other side. It feels a little cramped always having to go from the right (or left depending on which way you are looking).

2) The spawns are kinda weak right now. I know it's in alpha stage, but it seems a tad too small.

Also, the doors to the point on the second floor: 1 of them clips into the wall.

Good work so far.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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1) You're talking about the mid, right? If so, I'll add some ramps or something in there, hopefully make it work.

2) Spawns were thrown in before the first test; I have a plan of somehow implementing them into the center ends of the map (around the same as the cap building) so the players aren't forced into just one direction.

Will fix.

Thank you for the feedback :D
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Bump for a4.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
2,039
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rage @ mirrored symmetry.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
The cap building is better with the second floor. Good move.
 

Ravidge

Grand Vizier
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May 14, 2008
1,544
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Short thoughts:
* The combat is all over the place.
* You can see too much of the map from any location = not enough cover
* It's impossible to avoid a frontal attack/massacre = mindless

Here's how I found a typical round to play:
-round start.
-Engineer starts building a sentry outside spawn to wrangle the crap out of everyone!
soldiers and snipers go to the 'pit' side of the map and battle while pyros and heavies are moving up.
Heavies jump around corner together with some demoman who came from the sky and explosions and bulletstorm esues. The pyros got sniped.
scouts run on the upper catwalks giving the ground units a hard time.
-One of the teams lost 75% of their force in the first confrontation.
Winning team proceeds to stampede on the remaining suckers.
-Engineer finishes building a sentry. He is so slow, ha ha :|


Main piece of advice: Needs more map in the map. More choices, options, tactics.
 
Mar 23, 2010
1,872
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that battle doesn't sound terrible. i like the speed of the map, in comparison to arena_badlands/arena_granary :facepalm:

one thing that might be cool is connecting each team's buildings to each other. right now, you have to walk out in the open to get to the opposing team's building. i don't really know if it would hurt/help the map at all though.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Oh my god, you found a valid use for the torus. I love you.

No toruses here, only arches.

Ravidge, Prestige: thanks for the feedback; I'll connect the buildings, make them deeper (more fighting space), block the cliff sightline, etc. Thanks for playing.
 
Jun 19, 2009
812
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I have another suggestion. When you start, it is very easy for a sniper to run up and to the right where he has a huge sightline directly towards the other teams' windows where he can pull off a quick headshot. I think you should board up those windows that face each other and keep the ones at angles how they are.

It's also really easy for pyros to airblast people off the edge. I think there should be rocks or fences like lumberyard style to keep only that small area open to the death fall.
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
I have another suggestion. When you start, it is very easy for a sniper to run up and to the right where he has a huge sightline directly towards the other teams' windows where he can pull off a quick headshot. I think you should board up those windows that face each other and keep the ones at angles how they are.


Yep, I agree with this. As heavy I arrived at that window right when there was 2 or 3 snipers appearing in that window, it felt like the map was getting cut in half.

Screenshot: http://dl.dropbox.com/u/6104284/screenshots/arena_capricorn_a5a0000.jpg

You also need to increase the height of the tunnel to the right of that pic, felt a bit low.

Otherwise I enjoyed the map. :)
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Suggested changes for a6:

- make the cap pit open later in the game
- cut some sightlines from the second story
- prettify the water a bit
- change caves a bit
- make cap building less of a fortress after an Engi builds in it
 
Aug 10, 2009
1,240
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Sorry I haven't posted feedback before, I didn't see the thread!

Basically, here's what I think about the map atm.

First, I think you should take out the back tunnel in each base. I think it's bit of a sloppy route, and it's just too basic and overextended to play well.
Secondly, I think ravidge makes a good point, and that you should also cover a lot of your sightline windows with glass.

Thirdly, I made this as an example of stuff you could use to fill the space in the back area of your map. Red= brushwork walls and such. An arrow indicates a ramp (or stairs) connecting two levels. Blue indicates a possible player path made available from these changes. Green Indicates something I think should be deleted, and yellow is just an indicator line to a ramp that isn't very visible. (that particular ramp connects to a platform 64u tall that goes towards the spawn areas [past the bridge that is indicated in red] and connects to another ramp going up to the upper level.

arena_capricorn_a30000.jpg


EDIT: oh and pink means I think this should be clipped.
 
Mar 23, 2010
1,872
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MY MSPAINTOVERS TIME!

YK16W.jpg


I also think the roof should be accessible and improved upon and what not, and give the ability for all classes to get up there. hardhat improved 1000% from that. maybe a way down to the point like hardhat........
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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I know this is my fault, but the pics in the OP are like a3 or so; the version in the works is a6, and it's changed greatly since then.

Absurdist, the topmost roof is clipped off atm and pathways exist to the walkways from the cap building.

Prestige: I might implement those paths up onto the roof from the walkways, I'm having a bit of trouble with the building being too powerful once an Engi builds there.