ARENA Hakurei_Shrine_v1

Is this version suitable as a final release?

  • Yes

    Votes: 0 0.0%
  • No

    Votes: 14 100.0%

  • Total voters
    14

Deity Link

L1: Registered
Jun 8, 2010
36
4
vsh_Hakurei_Shrine

This map was designed for the Versus Saxton Hale mod, but it can be used as an Arena map.

First, a little background information:
The Hakurei Shrine is a location of Gensokyo, the universe of the Touhou Project franchise. Gensokyo is located in Japan, separated from our world by a magical barrier, supposedly located behind this shrine.

If you see some ways I can improve this map, feel free to tell me what you think. Critics are sometimes hard to take, but they help to make better sequels (don't get me wrong: positive comments are an important factor too! I wouldn't be still making these maps if there wasn't a cluster of people cheering me up about it each time I connect on Steam :p)

To all those people, and to those who will now play on this map, I say thank you.

Oh yeah btw, the map is already on this server: 94.199.183.212:32515
 
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Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I'm not really sure how to comment on this, because your pictures are very nondescriptive. All I know about the map is that there is a long staircase and two buildings, which could not even be enter-able. I suggest uploading an overview and less artsy, more feedbacky screenshots so you can get some quick opinions.

Also, I voted no, because the cone-shaped trees could easily be models, you seem to have unaligned textures in the first picture, and I have no idea what the play area even looks like.
 

Deity Link

L1: Registered
Jun 8, 2010
36
4
I'm not really sure how to comment on this, because your pictures are very nondescriptive. All I know about the map is that there is a long staircase and two buildings, which could not even be enter-able. I suggest uploading an overview and less artsy, more feedbacky screenshots so you can get some quick opinions.

Also, I voted no, because the cone-shaped trees could easily be models, you seem to have unaligned textures in the first picture, and I have no idea what the play area even looks like.


This is why I put a video in the description .___. need me to edit the hypertext in ALL CAPS?

Also, the screenshots are as old as this video. Please, test the map before answering the poll.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
Maybe some screens of:

- Overview
- Control points
- General Fight areas
- Spawnrooms
- Then tack an artsy one on the end for the kill

EDIT: Saw the video after my post. Looks like a sniperfest. A rather tranquil and verdant sniperfest.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Looked at the video. Seba was right, all it is is two buildings and some stairs.

The lack of symmetry will often be one sided, and since the red has the hight advantage, an extra building to hide behind and an entire forest which goes right to the edge of the battle area, it'll likely go to them.

The battle area itself is just a large flat area with one entrance for each team and a couple of buildings which have huge gaps underneath where people will most likely just go and hide. You need larger height differentiation in this area as well as multiple paths and flanking routes.

There is no obvious edge to the map, especially down by the spawn where it looks as if you could just jump in the water and swim off or jump down onto the path below. The part where you can jump up on the trees is also not all that good as it draws away from the immersion.

Finally, the visuals aren't very impressive, it's just some Japanese huts with an overkill of alpine tree models. There is some obvious seams in there, some parts don't look real enough and what is the reason you just randomly put in brush trees up the top instead of normal ones?

And for the screenshots and video. People generally don't have time to download and play your map. Most people here know enough of mapping to get a good enough idea of how the map will work from the screenshots as they would normally get by playing it alone. Because of this, people won't actually download and play your map unless there is good reason to (e.g. it's amazing or there's a gameday). Because of this, it's your responsibility to keep your maps post updated with the most current media from your map, and making sure that from it, people can give you the best constructive criticism as possible (post pictures of what Mr. Wimples suggested). You can't expect people to download and play your map just to give you feedback, they generally don't have the time. And you certainly can't expect them to decompile the map and go through your hinting for you.
 
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Deity Link

L1: Registered
Jun 8, 2010
36
4
Thanks for the advices. replaced screenshots with ones that match the current version of the map.
In the older version, I used brush trees because this part of the map was the 3D skybox, but I resized the map so I could fit models there (using player clips to delimit the gaming area).

When I test the map with some testers, it didn't look like one team had a decisive advantage,
 

REEJ

L420: High Member
Aug 26, 2010
437
176
TF2 gameplay design does not accept artsy maps
It could be a hit in L4D though
 

Deity Link

L1: Registered
Jun 8, 2010
36
4
New version released, focused on "Versus Saxton Hale" gameplay.

Come play with us at 94.199.183.212:32515