ARENA Atari 2600 Combat Tribute

Aki

L4: Comfortable Member
Nov 2, 2009
155
8
I've tried several things to add some topographical variety, but scale keeps getting in the way. For example, if you scale the map up so that the buttresses are large enough to redo as buildings you end up with a map that is way too big for any mode of TF2. I'll play with this some more, probably starting with a gentle displacement on the ground. How much I'll play with it depends on how much it is played.

One thing I'd LOVE to do for the spectator mode giggles - replicate the scoreboard as seen from top down.
 

xzzy

aa
Jan 30, 2010
815
531
You could still dress up the brick walls a bit though. Maybe they're the ruins from bombed out buildings or something.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
you can make buttresses into small shacks/halfshacks, use a group of them as supports for a bigger buildings, add at least slight heightvariation, replace some of them with props... there is a fuckton of things you can do to make the map be a port of a stoneage game and still not be primitive
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I think you could get some good ideas by using granary as a reference. It has many tall, narrow, but long structures.

There's no need to increase the scale, in fact i would have said it could use scaling down, although that's just a suggestion, you can consider it after you get it tested. Often maps that need scaling down at first turn out to be just right once detail has been added as it provides more cover and uses up more space.

P.S. Maps without height variation really do suck, i know because i made a koth map that at the time i didn't even realise was pretty much completely flat and everyone said it was real boring. So maybe you could have either side (the bases/spawns building) on the high ground and the control point in a valley, like the opposite of viaduct which is on a hill.

There's nothing stopping you from connecting some of those structures above the ground so that some of those gaps become more like gateways and large gaps besides the novelty of the overhead (which no one will see) looking like the original map.

References:
http://cloud.steampowered.com/ugc/486627251693238365/2E3889C9B362E6DBB619F6105DD16DD211AB7DA3/
http://cloud.steampowered.com/ugc/486627251693249758/7369EA7DDCD2EEA03D2CDC39A5506397E257C24D/
http://cloud.steampowered.com/ugc/486627251693261338/921835719085ED45C87EEBF584739082B0548C43/
http://cloud.steampowered.com/ugc/486627251693333060/DD074DF3B565A4DC2069E81FA67F5568283B6366/
http://cloud.steampowered.com/ugc/486627251693344405/D62B84D16439576CBC4D285436A773736B0AF004/
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
right, so, where are the tanks?
 

Aki

L4: Comfortable Member
Nov 2, 2009
155
8
Working on the models for those actually. My original plan was to have them roam around and shoot crockets at each other. Would be kinda cool to have one player from each team get to control the tank for their team. I'm sure it's possible (build the model over the soldier model, give it half the speed of a heavy, something like 5000 hit points and fires crockets with triple splash. But that would be a game mode all it's own requiring programming skill up there with the saxton hale mod.