Arc Mountain

Discussion in 'Map Factory' started by Radenska, Jul 25, 2009.

  1. Radenska

    Radenska L2: Junior Member

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    My first arena map. Both sides compete over control of an escape route from the leaning water tower, via locomotion & shipping platform.

    I used an alpine style, and played with the lighting a bit so it has more of a late dawn feel, and to capture more of the deep purples found in the skybox.

    I plan to re-enable the entities that control dynamic props upon capturing the CP, but that had its issues and will return polished as I finalize any revisions that playtesting reveals on the layout.

    Planning to submit this to near future playtest weekends.
     
    Last edited: Aug 24, 2009
  2. PenPen

    PenPen L5: Dapper Member

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    I did a runthrough of your map and found out some minor issues. Overall I like it myself, I really like the water tower tilting and dripping water part.:thumbup:

    Anyway...

    Over here there's this huge block of elevated playerclip, not good since this roof is rather easily accessible (rocket/sticky jump). So I'm floating in the air over here. Applies to both sides.

    [​IMG]

    I can also jump off the map from here:
    [​IMG]

    ...and here...(I'm outside already, basically behind both fences near the spawn)

    [​IMG]

    And at this house opposite the spawn there is an opening where I can access this area by rocket/sticky jump. I think you might be better off covering the opening by extending the roof.

    [​IMG]

    I didn't take a picture but you can sticky jump out of spawn during countdown. It's not going to make much of a difference if you ask me, but it's just something that I noticed.
     
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  3. Radenska

    Radenska L2: Junior Member

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    Penpen,

    Thanks so much for doing that. I knew I was able to do that in an older build as well, but as new ones came with more geometry I was forgetting to revise that clip brush in particular. I'll definitely go in and get those areas better sealed-off.

    Thanks!

    It use to be CTF actually, which is why you might be wondering if that extra interior you found was at a time useful.
     
  4. PenPen

    PenPen L5: Dapper Member

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    No problems. Why didn't you keep it as a ctf map? Seems okay to me (maybe add more ammo and health around the map and stuff).

    I just remembered about the spectator cameras as well, they were pretty far away. I think arena map spec cameras need to be closer to the action, perhaps you can see how effective they are after submitting for gameday.
     
  5. Radenska

    Radenska L2: Junior Member

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    Well, this was initially a semester final project for a class on Narrative in our medium, and changing from CTF to Arena gave me the idea for a central CP, which then led to the water tower and train landmarks. These were much more elegant tools for narrative (long story short), and plus I was more interested to try and make an arena at the time since the entities and mode was brand new when I started.

    It solved a lot of grading criteria and design flaws I was facing at the time, basically, and it proved to get better feedback from in-studio play tests.

    Thanks for asking though - I may get some mileage out of this map in the future if the layout is successful online, and make other versions.
     
  6. Steff0o

    Steff0o L6: Sharp Member

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    Minor Bugs

    i made a runtrough to.

    [​IMG]
    I can stand in that tree:p

    [​IMG]
    May i come up here?:confused:

    [​IMG]
    if you drop yourself from the tower next to the watertower you can fall behind the map:p
     
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  7. Radenska

    Radenska L2: Junior Member

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    steff0o,

    Thanks to you as well for "surveying the land", haha.

    I'm going to take a look at the map tonight and really spend some time closing off those areas before next Sunday's testing day.

    The thing is, I'm really really awful with the sticky/rocket jumping, so I rarely bothered stress-testing these areas for accessibility. Fortunately, there are many people here who can use such talents to everyone's benefit ::p:
     
  8. Radenska

    Radenska L2: Junior Member

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    I updated most of the screenshots. I haven't uploaded the new .bsp yet (fixing the clip brush issues you guys pointed out above), but these better represent what I've tweaked visually.
     
  9. Steff0o

    Steff0o L6: Sharp Member

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    No Problem:p