arena_pullout

ARENA arena_pullout a3

Startacker!

WANT ME TO BE REAL? MAKE ME.
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Jun 15, 2013
647
1,197
arena_pullout - Small arena map made for the 7.2 hour mapping contest!

An arena map made in 5 hours, I lost motivation after the 5th hour, so here it is.


PMEmADM.jpg

XYm0pCB.jpg

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Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Not a very effective method of contraception, this map.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
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Jun 15, 2013
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The 7.2 Hour contest was really fun! The nice thing though is now I get to update my map.

Changelog:
  • Widened and lengthened the middle area, to be a bit more roomy (This was the number one complain)
  • Dropdown is now properly lighted
  • Control point has a larger capture radius
  • Moved the control point a small bit to stay center
  • New section of middle
  • Moved some crates by one hammer unit to prevent snipers from shooting through.

Read the rest of this update entry...
 

A Moderately Priced Shoe

L1: Registered
Sep 8, 2015
45
18
The 7.2 Hour contest was really fun! The nice thing though is now I get to update my map.

Changelog:
  • Widened and lengthened the middle area, to be a bit more roomy (This was the number one complain)
  • Dropdown is now properly lighted
  • Control point has a larger capture radius
  • Moved the control point a small bit to stay center
  • New section of middle
  • Moved some crates by one hammer unit to prevent snipers from shooting through.

Read the rest of this update entry...
There was a space between the crates and the wall? I never noticed whenever I played sniper on this map.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
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Jun 15, 2013
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There was a space between the crates and the wall? I never noticed whenever I played sniper on this map.
I actually noticed it while I was running around, it was really small, but better safe than sorry I guess.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
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Jun 15, 2013
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Took a look at the more in-depth reviews from the contest, and here's an update based on that, which I hope fixes some problems.

  • Each team's middle building has been widened.
  • Dropdown has been opened up, lights are still there just in case.
  • The two barrels now have another on top of each other, not sure how exactly I should touch up on the drop to middle connector area, but I'll figure out someway to.
  • The bit of extension at middle was shortened

Now for something else:
Flank routes, I'm not entirely sure on how I should implement one. One idea is to modify this building:
tfntaMI.jpg

9FOp9JF.jpg

What I think I could do is add a 2nd floor to it, and have a window that can overlook the control point, but that seems a bit extreme.

Read the rest of this update entry...
 

LeSwordfish

semi-trained quasi-professional
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Aug 8, 2010
4,102
6,597
I think at the moment the issue is that the map is super narrow (like 2fort mid.) Adding flanks to that probably wont help: it'll be messy, and all you'll be able to do is attack from behind. In general the map needs to be a bit wider and more complicated - look at ravine or granary, say - very few discrete "flanks", but the combat arena is larger and more fun to fight in. As it is now, this map feels like world war 1 - just line up at opposite ends of the mid, and blast away until the others are dead. Making it wider would make that unviable.