Arakawa

ARENA Arakawa b3

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Sep 1, 2009
573
Arena Arakawa (Arena)
Author: Daniel 'Godslayer57' House
Email: [I have totally forgotten]


Red and Blu are once again fighting;typically. They have somehow managed to build two bases right next to each other in order to control the now abandoned storage facility of "Penguin Packaging Incorporated" .Below this seemingly abandoned site lies the mighty Arakawa river which still goes strong!However control of this site will grant them nothing more than a crate of free fish.

Thanks to:
-The Construction pack team
-The Bulletcrop pack and 3Dnj
-Rexy - making sure that wood was aligned!
-Acumen -Lifesavers
-Apom -Rotating intake
-Everyone for testing and feedback
-yyler for great beta feedback
 
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Sep 1, 2009
573
Looks like a good layout, good sightlines and stuff, could almost work as a koth if you made it a tinier bit bigger and added cover to the point. Can't tell much more from the pics, get it in a gameday.

Hopefully the layout will work and everyone will live happily ever after
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
Fun map. Didn't see a need for the health by the point. Move it to the opposite end from the medium pack on the death pit.

On the right flank (RED), RED have a little bit of an advantage due to the weapon orientation on the player model. open up the space in the middle, between the 2 rooms, so players can take cover on either side of the doorway.

EDIT:

Setup your FB page: http://feedback.tf2maps.net/map/arena_arakawa_a1/

As Owl's annotation suggests, you can catch the edges of several of your roofs.
 
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Sep 1, 2009
573
From what I can gather from the demo (Half of which Slunchy mic spammed) that i need to :
-Widen the upper Deathpit catwalks
-Open the Top 'hill' of the map behind the point
-Clip the problems shown in the demo ( Damn you Owl for being a crafty Demo)
-Reclip a few door way edges
-Maybe tweak some cover a fraction
-Relocate the small health kit in the middle to the top hill
 
Sep 1, 2009
573
So Arakawa is now A2......I got round o it after a while....Totally not distracted

24/11/10- a2 released
-Did so clipping fixes here and there
-Added somemore cover around the catwalk
-Removed some ramps and added nice stairs
-Added some rails with one new sentry spot
-Added concave mountain thing....
-Some other minor things

http://dl.dropbox.com/u/8923481/arena_arakawa_a2.bsp
 
Sep 1, 2009
573
Gameday bump because I want info ;D
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,442
The wooden planks across the inside of the CP building, you have block bullets there right? Cause it was really annoying. Either put glass there or let players shoot through the gaps.
 
Sep 1, 2009
573
4/12/10-a3a released
-Hopefully fixed most of the clipping errors
-added some small nice details
-added a small concave part into the cliff edge
-added two small doors by the medium health to block off the only really annoying sightline (they open on unlock)
- expanded the corners a bit and relocate the small health and ammo back a tiny bit
-added crates to provide another access to the point
-removed the block bullets from the blocked off door in the middle grey building

Download: http://dl.dropbox.com/u/8923481/arena_arakawa_a3a.bsp
 
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3Dnj

Ducks
aa
Dec 21, 2008
289
I really like the layout of the map. looks like agood arena map, i hope you will make it beautifull :)
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
I played this map a few versions ago, but never posted anything.

I sincerely hope you make the point area slightly larger. It was just small enough that I had problems navigating while fighting.
 
Sep 1, 2009
573
4/1/11-a4 released
-Fixed most of the remaining clipping errors
-Rebuilt the middle building with a higher roof
-Added two piers to the deathpit [demo-proof]
-Some details here and there
-One whole month between a3a and a4

Download: http://dl.dropbox.com/u/8923481/arena_arakawa_a4.bsp.bak.bz2
[Will reupdate the images once the site wants to coporate]
 
Sep 1, 2009
573
I always wanted to know what Arakawa meant , so i decided to look and this is what i found:
"Japanese: topographic name meaning literally ‘wild river’

So should I make Two versions of Arakawa. One which is continuing with the lumberyard dock theme and one which is based around a japanese kinda theme?
 
Sep 1, 2009
573
Imponteu feedback bump as feedback is my life source!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
Just make one version with a river running through it, that'd make sense. Also, try not to upload .bak's :v
 
Sep 1, 2009
573
Just make one version with a river running through it, that'd make sense. Also, try not to upload .bak's :v

Yeah...that normally doesn't happen with the packing, I could open up the floor of the centre building and hint at flowing water and have the water exit under the cliffside
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
Thought it was a fun map, I think the layout is pretty good.

I only thought you should try one change, nothing major, wouldn't really change gameplay and would only take a few minutes to implement.

akrw.jpg


If you run those ramps at a diagonal you'll get rid of the long siteline that's blocked by that odd wall in the middle of that room. weird going through a door, dodging a wall to go through another door imo.

Would also make that route a little more deadly over the death pit.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
I really like the layout of this map as it is, and I'm not sure if a river through the middle would positively impact gameplay.

I did get stuck on a corner at one point, but I can't remember where that was. Sorry!

If you run those ramps at a diagonal you'll get rid of the long siteline that's blocked by that odd wall in the middle of that room. weird going through a door, dodging a wall to go through another door imo.

Would also make that route a little more deadly over the death pit.

This would be great, actually.