Arena Lighthouse

Psy

The Imp Queen
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Apr 9, 2008
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Arena/KOTH Lighthouse - Finished!

I've been working on this small map for TF2 Arena over the past couple of weeks. I scrapped the first version and started the one seen the in the screenshots below. This version has been worked on for 5-ish days, just blocking the layout and having a little play around with it so please forgive me for the lack of detail so far. :D

The idea behind this level has been in development for quite a while. It started off with some textures I made some time ago and plonked into a test map. Originally it was intended to be 5-CP map but I never got around to creating it. A couple of weeks ago I started the first version of Arena Lighthouse and posted it in the Map Pimpage thread. I scrapped it due to me being unhappy with the layout and so I started this, hopefully, final version.

Enough talk, more screenshots!

media-10.jpg

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media-7.jpg

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media-9.jpg


...and the layout.

overview-a1.png


There are some obvious problems such as mismatching textures, wrongly scaled textures, the water suddenly ending and the rock's not having any moss, etc, etc.

I'm hoping that some people would like to playtest this once I've sorted out the Arena entities then I can finalise the layout and start detailing away. \o/

So whaddya think so far? :)
 
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Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Actually, I like how it looks so far. I look forward to a future update.
 
Sep 12, 2008
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Wheew, that looks really good. But for the light in the tower, does it turn around?
And you could change the collor to red if the red team is capturing, or blu if the blu team is capturing the CP.
 

Ida

deer
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Jan 6, 2008
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The lighthouse is win. Looks great! (not only the lighthouse of course)

I envy those who can map as fast as you. :p
 

Galago

L2: Junior Member
Sep 29, 2008
90
5
Looking good! I like the idea of the lighthouse theme. Question here though: TF2's key aspect of the game is color theme (dur.) You can always tell what side you're on by looking at the environment... so what will distinguish red and blue in your map?
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Although, having looked at the older version, I liked the textured stripes of the last light house.
 

Psy

The Imp Queen
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Apr 9, 2008
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Thanks for the feedback people. I hope to have a public version of this up next week. :thumbup:

Question here though: TF2's key aspect of the game is color theme (dur.) You can always tell what side you're on by looking at the environment... so what will distinguish red and blue in your map?

Once I start adding more props related to each team it will become clear which side belongs to who.

Mort said:
I liked the textured stripes of the last light house.

Me too! Unfortunately whenever I opened up the map the vertices would move off the grid which is why it's currently one single column. I'll model a lighthouse at a later stage with a texture that has the stripes back on. ;)
 

Psy

The Imp Queen
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Apr 9, 2008
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Today I spent most of my time on the map sorting out a lot of displacements which was frustrating to say the least but eventually I got them done and ready for shaping. I'll post a screenshot of the sea view soon. ;)

I also changed the spawn area so players leave through one exit. The underlying reason for this is that it allows me to focus the player's attention on important elements of the map as soon as the round beings which will help players learn them map more quickly.

spawn.jpg


Directly ahead I've placed a healthkit which players will easily remember as it's the first thing they will most likely look at because of the lone lightbulb lighting it up. Above there is the control point sign pointing towards the lighthouse highlighted yet again by another light.

Without any rails along the wooden platform people playing demomen and soldiers will most likely see this as an opportunity to jump ahead of everybody else and make it to the cap the fastest.

open.jpg


And here's a new view of the area left of spawn. It's a little more open and I've removed the arbitary building that was previously overhanging. :)

---

This map looks very similar to this one.

I've honestly never seen that map but it's not the idea that makes the map, it's the execution. ;)
 

Chilly

L6: Sharp Member
May 3, 2008
326
127
I've honestly never seen that map but it's not the idea that makes the map, it's the execution. ;)

In addition to this, a single structure like a lighthouse doesn't make an entire map. There are a lot of mines, castles, etc in TF2. I think as long as they don't look the same it's not a big deal.
 

Psyphil

L3: Member
Nov 6, 2007
125
60
The layout looks really good with many paths and I think by making the middle higher than the rest you gave people which desides to camp their own spawnarea a little disadvantage since they are below.

I am also a fan of that lighthouse and I'm hoping you'll release it to the public if you make it a model (after your map is done ofcourse)

About the "look-alike map" I agree with Chilly and add that not even the lighthouse looks the same.
 

Psy

The Imp Queen
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Apr 9, 2008
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I've changed the lighting to Lumberyard's which makes the map a lot easier to see. \o/

I've gone around generally opening up the top section whilst trying to retain the same amount of routes. Gone are the wooden stairs, replaced with a gradual rise up to the middle cliff. It looks a lot nicer in my opinion! :p

media-12.jpg

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overview-001.png
 

Ida

deer
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Jan 6, 2008
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I don't think it's worse, if you're talking about the lighting - but I actually think Well's sky and lighting would work much better. It's kind of a midway point between the two you've tried.
 

Psy

The Imp Queen
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Apr 9, 2008
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Changed the lighting to Well's and I've added in the wooden platforms for the left side.

I might swap the right side's stairs and the gradual rise around.

new-1.jpg

new-2.jpg

new-3.jpg


Any objections? :p