Clifftop

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
Hey, it's another arena map. But this one's a bit different:

You can fall off the edge. Falling is followed by death. :D
It's very small. Perfect for very small teams, like 2v2.​
Capturing the control point leaves you very vulnerable, but working with your team to control the upper level of the building while capping will increase your chances of success.​

If you're interested, give it a run through and tell me what you think.

RELEASES:

Clifftop_a3
New! Each team's spawn area has been reworked to now include a sniper tower, increasing the size of the map overall, plus all new opportunities to fall. :)
All ammo packs have been decreased in size. Before, due to the small scale of the map, pyros could constantly flame and spies could permanently cloak; this should fix that.​

Screenshots from a3:

The sniper tower:
arena_clifftop_a30003.jpg


Backside of the spawn area:
arena_clifftop_a30002.jpg



Clifftop_a2
Changes to layout, arena entities now functioning.
Known issues: spawn doors stick out of the spawn building, stickies stick to doors.​

Clifftop_a1
Never released, original layout since changed dramatically.​
 
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ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
Download link added. Enjoy! :)
 

bomc

L2: Junior Member
Sep 25, 2008
83
18
Nice layout, the only problem i see is that its too small, and it would be total chaos even on a 12+p server. its not fun when you can get behind enemy lines 10 secs after you spawn, even for 2v2. You could make the current houses bigger, and make it a little wider with more buildings, and move the spawns further back. But if you insist on keeping it small theres nothing i can do :p
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Looks interesting so far, I will play it when I have time. :)
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
I was certainly considering moving the spawns back so the area right in front of the current spawns is more neutral. I'll probably keep the existing buildings the same size, because there needs to be some tight corridors for class balance.
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
A new release, A3, is out!

A few major layout changes: look at original post for details. I would be glad if you took the time to download and run through it a bit, and give opinions on class balance and other gameplay aspects. Thanks!
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
The lack of comments is... good?

At any rate, I'm going to start detailing, so keep an eye out for this map in the future.
 

frothy

L2: Junior Member
Mar 3, 2009
87
21
I Just did a quick fly-through and I have to say that the layout looks really good, easy access to the top level and multiple paths to the center are nice.

The only thing I really hope you add is a few fence pieces here and there, since it looks like it would be REALLY easy to fall off.

Other than that, nice work and (as a regular arena player) I'm excited to see the finished product.
 

iciz

L2: Junior Member
Mar 17, 2009
84
60
The lack of comments is... good?

At any rate, I'm going to start detailing, so keep an eye out for this map in the future.

Whoa, hold on buddy! Lack of feedback does not mean much. Many people are too lazy to give it outside an actual play test because it requires you to do stuff. If you really want good feedback (like me) you have to work hard for it.

I would not start detailing anything until you get a few weeks of solid testing done. You don't want to make a beautiful map that no one plays. I would try to find a good community somewhere that's willing to work with you and play test your map for a while, or you could just submit it to a few different gamedays.

I'll give it a run through and let you know what I think.
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
I would try to find a good community somewhere that's willing to work with you and play test your map for a while, or you could just submit it to a few different gamedays.

I suppose that's reasonable... I was going to try to release before I have my major exams, but of course, rushing won't get me anywhere. :)

I'm probably not going to add fences anywhere, but from what I've heard from players so far, I'm going to widen the walkways around the outside of the main buildings (including both sets of stairs). In actuality, it's not all that easy to fall off, unless you're a careless scout. Because much of the battle is in "safe" positions: around the cap point, on the bridge, in the buildings: even opponents with knockback-dealing weapons are not that OP.
 
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ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
Alright, at the moment, I'm considering discontinuing this map in favor of its KotH iteration, which so far has been very fun to play with friends. Hopefully koth_Clifftop will scale well to larger teams as well.

Here's a link to koth_Clifftop's thread.