ARENA Close Quarters

NH4ClO4

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Aug 3, 2013
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Whoops! Due to an odd clerical error RED and BLU ended up renting the same warehouse, and it seems that any evidence detailing who put in the request first has mysteriously disappeared. Now there's only one thing left to do- prove who should use the warehouse in the ring of honor, AKA this small arena map!

Hello! This is my first map, I've never really done something like this before. I think I did pretty well though it's most certainly not perfect. If you have any suggestions or comments I'd be happy to hear them!
 
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Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Had a look at this, this map looks like it has a lot of potential, but at the same time, it's got a long while to go.
1: The cp point needs some reworking, it looks way to closed in, and is able to be done too quickly.
2: The map is small, not scale size, but it's lacking space between the spawnroom and the main combat area.
3: Some walls are really small in thickness, you're probably aware of that already.

But all aside, this could all just be my opinion, this map has a lot of potential, can't wait to see it evolve!
 

NH4ClO4

L1: Registered
Aug 3, 2013
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Well, thanks for your input, everyone! I can't find very many good lighting tutorials, but I'll look into lighting.

fantasma:
1. I can extend the timer but what do you mean by "closed in?" Should I add a smaller crouch door in one of the walls, or remove the larger doors entirely?
2. Hmm, that's interesting. It seemed to play OK, but I'll look into it. I may divert the primary exit so it doesn't lead *directly* into the thick of battle.
3. I do know of some pencil-thin walls, I keep trying to fix it but it doesn't seem to show up in the compiled map, which is aggravating. I'll try moving stuff around this time to really get at it.

I'll get working on an update!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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3. I do know of some pencil-thin walls, I keep trying to fix it but it doesn't seem to show up in the compiled map, which is aggravating.
That's probably because your compiles are failing. Check the compile notes it generates for errors.

I also see that some of your textures are stretched unnecessarily. Did you leave texture lock on by mistake when you were rescaling stuff?
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
Well, thanks for your input, everyone! I can't find very many good lighting tutorials, but I'll look into lighting.

fantasma:
1. I can extend the timer but what do you mean by "closed in?" Should I add a smaller crouch door in one of the walls, or remove the larger doors entirely?
2. Hmm, that's interesting. It seemed to play OK, but I'll look into it. I may divert the primary exit so it doesn't lead *directly* into the thick of battle.
3. I do know of some pencil-thin walls, I keep trying to fix it but it doesn't seem to show up in the compiled map, which is aggravating. I'll try moving stuff around this time to really get at it.

I'll get working on an update!

ok, so what I meant by closed in, typically the points are open and hard to defend. You've done the opposite. I reckon you should move it, or make it more open to make it harder to defend.
Other than that i'm interested in the next update!
 
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NH4ClO4

L1: Registered
Aug 3, 2013
8
0
New update released!

Code:
-----------------------------
| 0.2 | beta update
---
   -retroactively changed 0.1 to beta
   +diverted spawnpaths
   +opened up central CP
   +extended cap timer
   +fixed entities
   +added high platform with small health pickups for explosive classes
---

As a note I'll have less time to work on maps due to real-life stuff, but the map will not be abandoned, and I'll still work on it, just less frequently.
 
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