ARENA Needs Name

Poison {TF2}

L1: Registered
Oct 23, 2010
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0
Arena_Warehouse

Hello! This is my first TF2 map. I have changed this map from my old tower to inside a warehouse. The second picture in the gallery is what I hope the final map to look like but a lot cleaner with the walls :p. I had to make that map in a short time so I didn't work to much about the way the walls look but just the over all picture. After I had a few more hallways on the red side then I can start with texturing and props.


Poison {TF2}
 
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Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Needs more orange.

EDIT: On a note of real advice, type "dev" into your texture browser. The most commonly used are reflectivity textures (about 3/4 down the list) and the plain colored grid textures. The colored grid textures measure at 16 hammer units squared per box while the reflectivity textures are 128 hammer units squared. Use those to help the tester distinguish between buildings, ground, stairs, etc. Also they come quite in handy when scaling your map.
Here's a good example of devtexture usage: http://forums.tf2maps.net/showthread.php?t=15410&highlight=concept
 
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Poison {TF2}

L1: Registered
Oct 23, 2010
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Lol. I am using the orange as a place holder as you might have guessed.
 
Mar 23, 2010
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generally orange textures are the worst, use grayid (i think something like that), and the other gray ones. orange is the worst. also you have some weird texture scales going on. I would wait and get some help from steam chat before posting a new thread or anything like that.
 

Poison {TF2}

L1: Registered
Oct 23, 2010
14
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generally orange textures are the worst, use grayid (i think something like that), and the other gray ones. orange is the worst. also you have some weird texture scales going on. I would wait and get some help from steam chat before posting a new thread or anything like that.

The reason for the weird scales is because I didn't like it looking crazy from a far so i stretched out 3 walls and left the other for scaling reasons.
 
Mar 23, 2010
1,872
1,696
The reason for the weird scales is because I didn't like it looking crazy from a far so i stretched out 3 walls and left the other for scaling reasons.

yeah, that's fine i think. make sure you stretch it on both axises.

edit: 1/2 to 3/2 to 1/1 is the best ratio
 
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Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
TO be 100% honest, I know orange is your place holders, but you should use some OTHER color... The grey, blu and red dev colors are there for a reason, they can help you organize the map and not make it look so... orange.

Prestige is right, if you want to scale, that is fine, but do it in both axis.

Now about the map:
The ramps, wayyyyy to steep, might even be too hard to run up.
From what I can tell of your screenshot the map is really small, though it is hard to tell with the scaling.
Switch from orange to the greys and the red/blu textures, it will look aesthetically, more pleasing.
 

Poison {TF2}

L1: Registered
Oct 23, 2010
14
0
TO be 100% honest, I know orange is your place holders, but you should use some OTHER color... The grey, blu and red dev colors are there for a reason, they can help you organize the map and not make it look so... orange.

Prestige is right, if you want to scale, that is fine, but do it in both axis.

Now about the map:
The ramps, wayyyyy to steep, might even be too hard to run up.
From what I can tell of your screenshot the map is really small, though it is hard to tell with the scaling.
Switch from orange to the greys and the red/blu textures, it will look aesthetically, more pleasing.

I did an in-game test and the ramps seemed OK by what I could see. The map is kinda small but I hope to make it bigger width wise. I will switch the colors and scale the walls properly. When I went to make it larger I just made them both 1 or 2
 

Poison {TF2}

L1: Registered
Oct 23, 2010
14
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OK I have made the map larger as well as made one base on each side of the tower. It has a small sniping window and under that is a open room. Pics in a few hours when i can get back on
 

lana

Currently On: ?????
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Sep 28, 2009
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Even with dev textures, you should try to avoid stretching them like you've done. It makes it easier on the eyes and easier to determine what parts of gameplay could be flawed.
 

Poison {TF2}

L1: Registered
Oct 23, 2010
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To everyone who wanted me to fix the scaling I say "It has been done!" But I have a new problem! I need a texture for the ground and walls!
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
There are plenty of dev textures in game, just type dev into the keywords and you can also find grey, less grey and white ones :D. But if you want more, try terwonick's link that i'm totally going to steal and claim it was my own. Use some of these huge amounts of dev textures. (But please, use them sensibly, like red and blue ones... only...)
 

lana

Currently On: ?????
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Sep 28, 2009
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A couple more things: it's commonly accepted that we try to stick to a 2/3 slope or less for ramps as opposed to a 1/1, partly because of how awful 1/1 slopes look in game and how steep they are to fight on. Additionally, you have massive height differences between the levels in your map. See this post:

http://forums.tf2maps.net/showthread.php?t=12605

Specifically, about vertical distances. At the distances you have, it can become a burden on players to fight enemies from above or below, and thus you've effectively split your map into several different arenas, which doesn't play well for the arena gamemode. Typically in arena, you want to contain combat as much as possible so that it's not easy to run away at later stages of the round.
 

Poison {TF2}

L1: Registered
Oct 23, 2010
14
0
Changed look of map. Old map way to much like watchtower in my opinion. This map show be easier to make so it will be better for a beginner like me. :D