- Dec 16, 2008
- 818
- 245
arena map i'm working on for the ducksoup arena contest.
the name comes from the environmental trap.
the map is reflectionally symmetry (like lumberyard and ravine).
the 2 key ideas in mind are:
heavy industrial, including lots of pipes, a certain amount of environmental fog, and if i can fit it in (read: if i can work out how to do it), maybe even some particle effects of gas escaping from pipes.
the other key idea is the furnace. - there is a large health pack in a small room. however, if anyone sees you enter the room they can shoot/touch one of a number of buttons to seal the door, and roast anyone inside.
so it's up to you if you want to risk going for that juicy health pack.
the lighting - i'm still toying with it, particularly in the area in screenshot2.
i was going from a gloomy sorta environment, so the outside areas have a night sky, and the inside areas are sharp contrasts of dark and light.
a4 + b1:
sound tweeking
steam effects added
lighting origins and view distances modified
reduced "spawn room" size slightly
added a global "chime" sound when the furnace is activated
further details
a3:
tweeked kill effect of the furnace
continuing to add more details around the map
map name changed to refinery (previously: arena_furnace)
added a teleport area to prevent people getting stuck off the map
a2:
iron vats, moving buckets, and minor details
3d skybox
sounds added to the furnace
a1:
added sniper rooms
a0:
basic gameplay + furnace mechanics
the name comes from the environmental trap.
the map is reflectionally symmetry (like lumberyard and ravine).
the 2 key ideas in mind are:
heavy industrial, including lots of pipes, a certain amount of environmental fog, and if i can fit it in (read: if i can work out how to do it), maybe even some particle effects of gas escaping from pipes.
the other key idea is the furnace. - there is a large health pack in a small room. however, if anyone sees you enter the room they can shoot/touch one of a number of buttons to seal the door, and roast anyone inside.
so it's up to you if you want to risk going for that juicy health pack.
the lighting - i'm still toying with it, particularly in the area in screenshot2.
i was going from a gloomy sorta environment, so the outside areas have a night sky, and the inside areas are sharp contrasts of dark and light.
a4 + b1:
sound tweeking
steam effects added
lighting origins and view distances modified
reduced "spawn room" size slightly
added a global "chime" sound when the furnace is activated
further details
a3:
tweeked kill effect of the furnace
continuing to add more details around the map
map name changed to refinery (previously: arena_furnace)
added a teleport area to prevent people getting stuck off the map
a2:
iron vats, moving buckets, and minor details
3d skybox
sounds added to the furnace
a1:
added sniper rooms
a0:
basic gameplay + furnace mechanics
Last edited: