ARENA Mayantest [Provisional Title] [Deleted]

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TMB

Banned
Jun 7, 2015
821
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Mayantest
Mayantest it's an arena (2CP) map with Mayan ambient!

All feedback is welcome, and opinions as well!

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Author: TMB
Contact: tema.mario.bros@gmail.com
WorkShop: Coming Soon!
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Got some screenshots?
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
196
488
Got some screenshots?
Here you go.
oBkArMG.jpg

QwECP2M.jpg


This layout is so damn boring, add so covers and make gameplay area not looking "flat" coz, this looks like a orange map.
ps: would be better if you call it "arena_sometmbproject_a1", coz I can't see anything from mayan down here (for now).
 
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Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Is it seriously 3 rooms one of which contains points? You may not bother publish such maps.
 

Flower_Shop_Guy

♪ -- ♫ -- ♪
aa
Mar 10, 2015
196
488
this is an alpha ¬¬, why you dont try to learn what is an alpha?
So what? This does not mean that the map should look like a sheet of paper. Look at the maps (aplha) of other mappers and you will get what we mean.
 
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TMB

Banned
Jun 7, 2015
821
323
So what? This does not mean that the map should look like a sheet of paper. Look at the maps (aplha) of other mappers and you will get what we mean.
1. The ilumanitaion is right.
2. The gamemode works 100%.
3. There is no bad textures applied or errors on map

So the map its not just a flat platform, there is something that works fine and you dont say that... so for be an alpha works fine only needs a better design...
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
The gamemode might work fine, but there is no challenge in playing it. Take a serious look at other alpha maps and see how you can sorta see what kind of map it's going to be.
So the map its not just a flat platform, there is something that works fine and you dont say that... so for be an alpha works fine only needs a better design...
Just a flat room with 2 points works, but it doesn't make it fun. An alpha version is meant to be played and test what works and what doesn't so you can improve your work. You have nothing that can be tested. Do you have a layout in mind? How are players going to defend their points? How are they going to attack? Where are the spawns going to be? Where are the advantages and disadvantages in your map?

Maybe it's better if you draw a plan of the map on a piece of paper first to get an idea of what you want, instead of thinking them up while you work. Because right now you aren't going to get anything usefull out of this map.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
1. The ilumanitaion is right.
2. The gamemode works 100%.
3. There is no bad textures applied or errors on map

So the map its not just a flat platform, there is something that works fine and you dont say that... so for be an alpha works fine only needs a better design...
Then why release it in this state? You can't really make this into a better design since that basically means changing the entire map from scratch. In its current state the map is a flat platform with 2 spawns slapped on either end of it. Wether it technically works or not doesn't matter if the layout is a flat platform. That small dent in the middle does diddly jack for gameplay purposes.

To be completely honest with you, I've seen your maps floating by the map factory section. They all seem to have 2 things in common: lack of hight variation and sight lines from here to the moon and back. I also noticed that after a week or so you remove the download only to have it replaced by a completely new map no less than a week later. If you want to make yourself better understand how TF2 plays (gameplay, not technically) go look at other maps in alpha stage, and stick with a map design for longer than a week. Develop it, take feedback from gamedays and impromptu tests. It doesn't look like you learn from your past maps and the things pointed out to you by other site members, which are, for the most part, about flatness and lack of anything interesting. The post above me said it best:

Just a flat room with 2 points works, but it doesn't make it fun. An alpha version is meant to be played and test what works and what doesn't so you can improve your work. You have nothing that can be tested. Do you have a layout in mind? How are players going to defend their points? How are they going to attack? Where are the spawns going to be? Where are the advantages and disadvantages in your map?

I've said it before, and I'll say it again, go watch Crash's entire video log of the creation of cp_glassworks, from A1 to the current RC (here's the playlist). When you're done, watch it again. Also, go play the game more. Go onto all the official (and community) maps. Play them for a couple of hours. Join the gamedays and impromptu test we have regularly so you also get to see maps in development (and the changes between map versions). Go learn what makes them fun and interesting, then incorporate that into your own design with your own input so you don't have maps looking awfully similar to each other. From your Steam profile I can see you've already managed to play TF2 for over 50 hours in the last two weeks (and I thought I played it a lot with 29 hours) and over 1700 hours in total so one would think you'd have a solid understanding of what's interesting, balanced and fun in TF2. I'll point you to Crash's videos once again, this time going over gameplay theory in TF2. Watch that here.
 

TMB

Banned
Jun 7, 2015
821
323
Then why release it in this state? You can't really make this into a better design since that basically means changing the entire map from scratch. In its current state the map is a flat platform with 2 spawns slapped on either end of it. Wether it technically works or not doesn't matter if the layout is a flat platform. That small dent in the middle does diddly jack for gameplay purposes.

To be completely honest with you, I've seen your maps floating by the map factory section. They all seem to have 2 things in common: lack of hight variation and sight lines from here to the moon and back. I also noticed that after a week or so you remove the download only to have it replaced by a completely new map no less than a week later. If you want to make yourself better understand how TF2 plays (gameplay, not technically) go look at other maps in alpha stage, and stick with a map design for longer than a week. Develop it, take feedback from gamedays and impromptu tests. It doesn't look like you learn from your past maps and the things pointed out to you by other site members, which are, for the most part, about flatness and lack of anything interesting. The post above me said it best:



I've said it before, and I'll say it again, go watch Crash's entire video log of the creation of cp_glassworks, from A1 to the current RC (here's the playlist). When you're done, watch it again. Also, go play the game more. Go onto all the official (and community) maps. Play them for a couple of hours. Join the gamedays and impromptu test we have regularly so you also get to see maps in development (and the changes between map versions). Go learn what makes them fun and interesting, then incorporate that into your own design with your own input so you don't have maps looking awfully similar to each other. From your Steam profile I can see you've already managed to play TF2 for over 50 hours in the last two weeks (and I thought I played it a lot with 29 hours) and over 1700 hours in total so one would think you'd have a solid understanding of what's interesting, balanced and fun in TF2. I'll point you to Crash's videos once again, this time going over gameplay theory in TF2. Watch that here.
i dont need watch crash tutorials, i think that i know how to make maps, the probelm is make designs...
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
i dont need watch crash tutorials, i think that i know how to make maps, the probelm is make designs...
You DO need to watch Crash's tutorials. You know how to make maps from a technical standpoint, seeing as how the do function logic-wise, but the problem is that none of the maps so far had anything interesting to offer in terms of gameplay, which is also covered in Crash's videos. You can have all the technological knowledge in the world, if you can't turn it into something interesting to play you're basically dead in the water.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
this isnt an alpha this is pre-pre-alpha, the kind you test on your own to see if it works before you start making the actual map
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
tf2_map___arena_draft_image_4_by_lordned-d2zp8ui.jpg

20160427152253_1-jpg.16905

20160502233412_1-jpg.17246


Just look at these maps (Arena_Draft,CP_Heatwave,CTF_Resort), From the Alpha to Release Candidate,these maps have been/are going through a lot of changes. Chokepoints,flanks,covers,health/ammo,detailing... Even the official maps. They all have one common thing: Hard work.

In my opinion,you basically build 3 cubes,add respawns,2 CP... and done. There's no health or ammo,no cover,no height advantage,flanks,covers,etc. Like I said,only 2 small cubes,1 big ass cube,2 control points. AND THAT'S IT.

Like someone said before,check other Alpha maps. Look what they have,what you don't have,and try to follow their steps. Or else it will end up like a crappy map. Like Watercity.

You have potential,but you're just not using it right. At all.
 

Jekyllson

L3: Member
Jun 20, 2015
115
67
I agree with everything said. This is an artist's canvas for an Arena map; you wouldn't ask for artistic criticism on a bare canvas, would you? The point of testing is that you have a map which you've put a good amount of thought into, and you want to see how well it plays, and refine the design from there.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
Haven't you made/adopted like 7 maps at this point? I remember seeing them, they're all deleted at this point, but you did make them at some point. Did you seriously not learn anything from all of them? At least in those you had some buildings or something, but this is just a box. I HIGHLY consider looking at the feedback and opinions people give you, and responding with "thanks, I'll see about changing that" instead of "this is an early alpha map, please be nice, but your opinion still doesn't matter". Every time you make a map, at least like 5 people, including myself, have commented on the threads and told you very fixable problems on the map. You MUST acknowledge and take into account what everyone is saying to be successful. Learning from previous work is a valuable ability that everyone has, but you don't seem to be using it.
 

TMB

Banned
Jun 7, 2015
821
323
This download has been removed and is no longer available for download.
 
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