ARENA scene_arcadia

ScoutSean

L1: Registered
Apr 1, 2012
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Arcadia

This is my Rapture Inspired Map, Arcadia. It's my representation of Arcadia from BioShock (obviously changed for artistic reasons), and it should (pending on how long it takes) include the trees from Arcadia.

Things I'm planning on adding to the map in alpha:
More space
More props
Trees
A nine iron

Additions that I might add in Beta:
Make a version for Arena or KOTH
Add lights
Add water and windows
Add a second spawn area for the above idea

So please leave your feedback of the planning and give me tips if you feel like it.
 
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colacan

L5: Dapper Member
Apr 14, 2012
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85
It's very dark, you could add some lights to make it more visible.
It looks pretty big, how large is it?
 

ScoutSean

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Apr 1, 2012
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I'm still planning it. This version is meant for posing, but as I go on, I'll make a version for practical game play. The game play version should probably look like it isn't that badly out of repair.

It's fairly small, the biggest space being the Spawn area. I'll scale it down sometime in the future to fit the feel of Rapture.
 

Yacan1

D I G I T A L I N F L U E N C E R
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Nov 7, 2010
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The areas a long and flat, not much to break them up from sniper fire. and the stairs in the second screenshot look over 8 units or so, that means you'll have to jump to climb them, which isn't fun. (unless you've clipped them of course).
 

ScoutSean

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Apr 1, 2012
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The stairs are walk-able. I've tested out the stairs for good measure, since I'm planning a game play version soon. I might make them go down for that version though. I also need to address that this is a spawn area; I'm hoping that RED (Or BLU) won't be anywhere near here.
 
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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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Interesting. Are you perchance in need of any assistance in importing props and textures from the original game? Because I figured out how to make it happen not long ago, although getting collision meshes working will still require some custom modeling work.
 

ScoutSean

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Apr 1, 2012
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As noted, it's extremely dark. Could we get a birds-eye view?



16 units is the maximum step height. Most stairs conform to 8, 12 and 16 unit height. (http://forums.tf2maps.net/showthread.php?t=8827)

I could get one soon. I currently have changed around a bit of the map, and added a spawn area for Red Team. I should have the main point and side-routes up at some point as well. The stairs are still a concept, since I find no practical reason for them.
 

Aqwertybqwerty

L1: Registered
Aug 26, 2011
49
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Others have said it before, but i'll say it again, the map is really too dark; an excellent guide for lighting can be found here: http://forums.tf2maps.net/showthread.php?t=19133

I also would really recommend posting either a download link or a bird's-eye view; it's difficult to recommend balance changes when we can only see part of the map. (also, i'd be curious to see what happens if the skybox is filled with water overlapping the play area...it will either look really cool and suit the map perfectly, or look like **** and generate some lovely bugs)
 

ScoutSean

L1: Registered
Apr 1, 2012
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Others have said it before, but i'll say it again, the map is really too dark; an excellent guide for lighting can be found here: http://forums.tf2maps.net/showthread.php?t=19133

I also would really recommend posting either a download link or a bird's-eye view; it's difficult to recommend balance changes when we can only see part of the map. (also, i'd be curious to see what happens if the skybox is filled with water overlapping the play area...it will either look really cool and suit the map perfectly, or look like **** and generate some lovely bugs)

The water won't be in the sky box, since that would cause massive problems (I think). But, there will be water. Lighting isn't much of a problem, but it will be a hassle to get everything lit fully.
 
Mar 20, 2012
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Sean and i have experimented a lot with refractivity, and water outside the map wouldn't make any sense at all. Instead, we use a texture that mimics waters light-bending abilities :D

I shall upload an example screenshot when i come home.

There's one in the Bullet Crop pack - I was using it for a sea lab map I was working on.

http://wiki.teamfortress.com/wiki/Bullet_Crops_Project

I would be interested in see your version, Element Boi. While the Bullet Crops one is nice, it sometimes bugs out and doesn't render things behind it (generally custom models and certain lights).
 

ScoutSean

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Apr 1, 2012
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There's one in the Bullet Crop pack - I was using it for a sea lab map I was working on.

http://wiki.teamfortress.com/wiki/Bullet_Crops_Project

I would be interested in see your version, Element Boi. While the Bullet Crops one is nice, it sometimes bugs out and doesn't render things behind it (generally custom models and certain lights).

1C68D48834AD8D1720F633DF85A57EBA28D56622


This is the refraction that I'm using for the map. No, the map shown here is not for game play, it's meant as eye candy. I'm hoping to finish both soon.

But this still gives that underwater effect. As such, it'd be impossible to put this in the skybox, but rather, put it anywhere you'd SEE the skybox. It's quite handy.
 

Pocket

Half a Lambert is better than one.
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Nov 14, 2009
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IMO the distortion is a bit too... underscaled? Yeah. You might want to try increasing the scale from .25 to .5 or even 1 and see how it looks. It's definitely too exaggerated for a BioShock lookalike.
 

ScoutSean

L1: Registered
Apr 1, 2012
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IMO the distortion is a bit too... underscaled? Yeah. You might want to try increasing the scale from .25 to .5 or even 1 and see how it looks. It's definitely too exaggerated for a BioShock lookalike.

I'd be glad to find a way to do that.
The refraction right now isn't perfect, but it serves well.