HiddenTomb

Micnax

Back from the dead (again)
aa
Apr 25, 2009
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Overview:
arena_hiddentomb is a very tight Arena map, where RED and BLU can't settle their contract between who holds the right to the ruins, so obviously their first resort is to take it into a fight!

Alpha 5 is the final 'non-complete' version, as it is being temporarily abandoned, so I thought I'll just get it out with some minor improvements for the first map gameday so the map ACTUALLY WORKS.

Features:
  • Sand floor drops when control point becomes active (Revealing the control point itself).
  • Side passages open for access back up to the upper floor after the sand has dropped.
  • Roof caves in after point is captured, either trapping players in the very centre or killing anyone around the centre area.

Bugs/Problems:
  • Roof will cave in sometimes and get stuck on players standing still.

Update List:
Release (18/05/09)
Released map

Alpha2 (27/05/09)
Rounded areas off to avoid being TOO blocky
Resolved Demo sticky problem with sand
Changed spawnroom lighting and wall textures (Spytech didn't fit)

Alpha3 (02/06/09)
Added more signs and direction arrows to show where the capture point is
Moved the respawn team blocker backwards to stop spawn camping
Capture point now becomes available at 20 seconds instead of 40
Adjusted spawn lighting
Added more health and ammo packs (people died way too quickly)

Alpha4 (07/06/09)
Added additional route from spawn to avoid spamfest
Fixed 4 missing objects, were shown as ERRORS
Side areas can be walked up without jumping
 
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DaFatCat

L3: Member
Apr 19, 2009
129
11
Sounds pretty cool. It is pretty blocky, but it's an alpha so whatever.

For the demo sticky problem, is sand tied to a brush entity? I don't know D:

The spytech computerwall textures don't really fit in with the Egypt stuff. If you use team colored walls, concrete would probably work best here.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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Sounds pretty cool. It is pretty blocky, but it's an alpha so whatever.

For the demo sticky problem, is sand tied to a brush entity? I don't know D:

The spytech computerwall textures don't really fit in with the Egypt stuff. If you use team colored walls, concrete would probably work best here.

Thanks! I'll try and see if I can round some areas off.

The sand is a func_door brush entity (it was the only thing I could think of that'd let a brush move after a certain time)

And the walls do look out of place, I agree. I'll try and make some custom textures for the spawn.
 
Aug 19, 2008
1,011
1,158
Demo stickies can't stick to the sand, they just home in to the walls and stick.
stickies don´t stick to brush-entities, i had the same problem

what you could do:


1.Custom moving texture
Flowing Water
you could write a custom vmt&vtf, just look up how in the link&downloadable custom flowing water texture

2. For me i solved the problem by making a custom fully invisible very basic model that hovers one unit above the brush-entity, so the stickies stick to the model, not the brush :)

gl

edit: sry, just reread your post, so it´s a floor that decends, like sand in a sandclock?
then probably solution #2 would work best for you
you would just need to tie the invisible model to your sand-door-entity, so it moves down with it

contact me if you need the model
 
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Radaka

L420: High Member
May 24, 2009
491
244
This map was actually fun as hell. We all decided that it would play the best as an all-melee battle, and Jesus, that worked out GREAT!

My only suggestion would be to have some sort of method of forcing players out of the spawn rooms (more sand?)
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Hahaha this map.. this map was awesome. At first when we used guns, it was all just spam fest. We decided to go melee instead and it worked okay. Although I preferred guns.

Fix the spawn camping too, otherwise pretty cool map you got.
 

RichT

L1: Registered
Mar 9, 2009
23
4
Melee on this map was freaking awesome, i agree about that spawn camping but still loved it with melee!
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Yeah this was surprisingly brilliant. One issue is the walkways out of the spawn that stick up out of the sand - they're too high. You can't step up them; you have to jump.

Either raise the sand a little or lower the walkways.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
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To hear that you guys really found it fun brought a big smile to my face, I never expected it to be that good! Thanks for the feedback :D

Edit: Just checked the demo. Things I noticed:
  • People thought it was too small at first. They were pretty surprised when it doubled in size after the cap was revealed.
  • Signs need to be added for where the cap is.
  • People were seeing errors(?). If anyone was there and wants to explain, I'll be happy to listen.
  • Players enjoyed the Indiana-Jones style roof cave-in :D
  • Demomen got easy kills from throwing grenades.

How do you go about spawn camping an arena map?
Probably, people sitting in the spawn doing nothing.
Could be solved by having something to push players out into the open, or move the respawn-blocker down the passage and over the opening door.

What needs to be done for the next release:
  • Stop spawncampers by either pushing them out of the spawn or moving the respawn team blocker inwards.
  • Make the cap available at 20 seconds instead of 40. People complained it was too long.
  • Started from a weapon spamfest into a melee deathmatch. Possible create more obstacles like pillars.
 
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Micnax

Back from the dead (again)
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Apr 25, 2009
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Sorry for the double post.

HiddenTomb has been updated!

Alpha3 (02/06/09)
Added more signs and direction arrows to show where the capture point is
Moved the respawn team blocker backwards to stop spawn camping
Capture point now becomes available at 20 seconds instead of 40
Adjusted spawn lighting
Added more health and ammo packs (people died way too quickly)

Screenshots:

 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
best_map of todays GD. everyone wanted MORE xD
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Yea, allow access from spawn to the sides as well. Coming out of spawn you would be faced with literally a wall of rockets and grenades.

Allow a step up to the side platforms from the sand because as previously mentioned you currently have to jump onto them.

The medkits seem to respawn after a while? I'm not sure that's necassery for arena, not that your map lasted long enough for this to be exploited.

This map was funny as hell but i wouldn't play it regularly as the game play = wall of death>Finish off the odd solly/demo that manage to flank>spam the spawn to catch the stragglers waiting on a medics uber.

I am worried that the only reason why this was so amusing was because of alltalk on in the server allowing teams to arrange 1 class team battles as a result of the wall of death.

Soldiers owned this map because of the one exit with direct line of sight to enemies exit.

edit: i forgot to mention. You have some models that are missing as i was getting the model "error" showing up ingame. (inside the pillars). You'll need to pakrat the model so that all players have what ever custom model this is, unless it's just an invalid model.
 
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Apr 13, 2009
728
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make another exit from the spawn that doesn't directly face the opposite team's spawn. It will cut down the spam by half and can still be very small and intense.

And, yeah, Jarate was awesome, though somehow, after I was scrambled, it didn't help my team make a comeback.
 

Mar

Banned
Feb 12, 2009
607
63
I personally find that those shadows around the control point look pretty bad. They look like they should be more dispersed.