ARENA Ixem [Provisional Title] [Deleted]

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Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Rounds are very fast, which has its advantages, but I feel like its too much of a just round after round of the teams zerging each other and it just being a quick brute force thing. No games of cat and mouse or multiple movements across the map. I think the cap times are a bit too fast unless you want wins to mostly be about capping instead of killing. I suggested a second floor to the mid tower, but its only a possibility, it might too strong on such a small map.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
I have plans to make a video describing my thoughts on your map, and i think you will like it and you will be able to learn something from the feedback I give you. However, I'm very busy over the next few days, so I'm not sure when I'll be able to make it.
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Though this is what I think about the map by looking at it, so I'll try to get thoughts on how the gameplay goes on upcoming imps/gamedays I see Ixem in.
Pictures and opinions in the spoiler.
20160526190722_1.jpg

This quite open path next to spawn, has really small doorframes compared to rest of the room. Make it a little more interesting or thin it out a little. Add a stair case to the right and a balcony to the left for example, would make the room look like it would have a purpose.
20160526190844_1.jpg

The sight light here seems a little strong, basically see the spawn and cap.
20160526190923_1.jpg

The logs seem a little bit out of place imo.
20160526191041_1.jpg

The sightline gets even stronger as a soldier/demoman when they're on top of the roof here. Gameplay wise this would be fair, if it was accessible with all classes.
20160526191058_1.jpg

This spot behind the ramp looks very empty, if you made it for spies to decloak in, throw in some props to fill the start of the ramp (from the back), so spies would consider it more seruce.

The map feels a bit cramped with the glasshouses right in front of spawn. Also the tower at mid looks weird, actually thought it would have been higher on the inside.
 

TMB

Banned
Jun 7, 2015
821
323
Though this is what I think about the map by looking at it, so I'll try to get thoughts on how the gameplay goes on upcoming imps/gamedays I see Ixem in.
Pictures and opinions in the spoiler.
20160526190722_1.jpg

This quite open path next to spawn, has really small doorframes compared to rest of the room. Make it a little more interesting or thin it out a little. Add a stair case to the right and a balcony to the left for example, would make the room look like it would have a purpose.
20160526190844_1.jpg

The sight light here seems a little strong, basically see the spawn and cap.
20160526190923_1.jpg

The logs seem a little bit out of place imo.
20160526191041_1.jpg

The sightline gets even stronger as a soldier/demoman when they're on top of the roof here. Gameplay wise this would be fair, if it was accessible with all classes.
20160526191058_1.jpg

This spot behind the ramp looks very empty, if you made it for spies to decloak in, throw in some props to fill the start of the ramp (from the back), so spies would consider it more seruce.

The map feels a bit cramped with the glasshouses right in front of spawn. Also the tower at mid looks weird, actually thought it would have been higher on the inside.
The log is good, i see how valve made it in other maps and its ok...
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
You shouldn't blindly repeat what valve done in their maps, you rather decide what's good for your map.
 

TMB

Banned
Jun 7, 2015
821
323
You shouldn't blindly repeat what valve done in their maps, you rather decide what's good for your map.
Vlave made the things good, so, yeah i think i need watch what valve do...
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Probably, but not by inserting a log in place of a usual bridge just because it fitted in some other map of Valve's.
 

TMB

Banned
Jun 7, 2015
821
323
Probably, but not by inserting a log in place of a usual bridge just because it fitted in some other map of Valve's.
he means that is bad positionate, and i good positionate... i dont see the problem...
 

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953
>The sightline gets even stronger as a soldier/demoman when they're on top of the roof here. Gameplay wise this would be fair, if it was accessible with all classes.

A soldier isn't exactly a great long range class :jimijam:. It's fine for them to get up there imo.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
he means that is bad positionate, and i good positionate... i dont see the problem...
Nope, nope, and again nope. Crowbar's right, you have to decide yourself what fits and works in your map. Copying (or rather, being inspired by) parts of another map that have been proven to work in that map does not mean it'll guaranteed 100% always work in yours. You have to realize that.
 

TMB

Banned
Jun 7, 2015
821
323
Nope, nope, and again nope. Crowbar's right, you have to decide yourself what fits and works in your map. Copying (or rather, being inspired by) parts of another map that have been proven to work in that map does not mean it'll guaranteed 100% always work in yours. You have to realize that.
Yes, yes and again yes. He means that and im not copying, im making things similar but in my my map...
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
This is going nowhere. Let's just see it as a bridge, and when/if it gets to detail, we'll all see if it fits.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
The discission seems to be going nowhere. Though, we all made mistakes. You - by placing the log there instead of basic brush bridge, Viper - by pointing that out when giving feedback for alpha, I by arguing with you. NOT TO HURT ANYBODY, PLEASE, DON'T DISCUSS THAT SENTENCE. I am suggesting to leave it as is and if the log is still there when the map is on the detail stage (beta), we'll discuss if it looks out of place.
 

TMB

Banned
Jun 7, 2015
821
323
The discission seems to be going nowhere. Though, we all made mistakes. You - by placing the log there instead of basic brush bridge, Viper - by pointing that out when giving feedback for alpha, I by arguing with you. NOT TO HURT ANYBODY, PLEASE, DON'T DISCUSS THAT SENTENCE. I am suggesting to leave it as is and if the log is still there when the map is on the detail stage (beta), we'll discuss if it looks out of place.
Sooo... the log is fine, right?
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Not at all. Well leave it but no really that wasn't worth a dozen of posts.
 

TMB

Banned
Jun 7, 2015
821
323
Not at all. Well leave it but no really that wasn't worth a dozen of posts.
emmm, ok... i guess, anyways im working in arena_ixem_a10 and its gonna have a lot of changes so...
 

seth

aa
May 31, 2013
1,019
851
Why don't you want to do a changelog? Just have a notepad document open while you work and update it as you go. It helps us see what you've changed so we know what to look for as we play.

While you wait for feedback, here's some things you can always do:
  • optimization - do some nodraw passes, func_detail, and areaportals. TopHattWaffle has a good video on optimization. This is a great written guide.
  • start working on a 3d skybox. It should be refreshing to work on some detailing instead of layout all the time.
  • work on soundscapes - i always like making a custom script for my maps. Soundscapes help give your map another layer of immersion and they can also be used to highlight stuff in your map.
 
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