arena_woodchip

Discussion in 'Map Factory' started by Dragonstorm24, Aug 5, 2010.

  1. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    Woodchip

    This is my first map to be uploaded :) so I would like feedback, It is a simple arena map

    backstory:

    RED has setup a successful logging business up in southern Canada, but BLU is not far behind and quickly puts up a mulching business right next door. Now both teams are locked in battle to see who will be able to keep their business in this rugged wilderness.
     
    Last edited: Sep 18, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Looks very teeny tiny, so Pyros and Havvies will eat everything up. Open it up a bit, add some height variation, maybe put the point on a second story of a house? Dunno, dunno...
     
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  3. HellJumper

    aa HellJumper

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    Mph... as seba said... this is a tad too small. Almost like it would fit a 3 v 3 nicely.
     
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  4. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    Yea, too small. Needs more geometry to jump off, hide behind and shoot from etc.
     
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  5. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    A2 now available

    btw the water in the picture is a little larger than shown
     
  6. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    A3 now completed
     
  7. absurdistof

    aa absurdistof

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    Given that the screens are updated, here is what I have to say:

    First off, you really do need more geometry. Try to move out of having a box map and evolve it into something independent with buildings and displacement height variation for cover, not just trees, trucks, and blocks.

    Second off, the map is asymmetrical, or looks to be, which is a nono in symmetric gametypes.

    Finally, just take the entity tool and drop some lights around 192 units off the ground all over the outdoor areas of the map to lighten things up.
     
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  8. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    a5 is now complete
     
  9. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    no feedback :O
     
  10. absurdistof

    aa absurdistof

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    Was it tested?
     
  11. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    I put it up for today's gameday event but it missed the cut
     
  12. ricardojvc6

    ricardojvc6 L6: Sharp Member

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    this reminds me of those swamps on the mountains. :D
     
  13. Weak_Y2FC

    Weak_Y2FC L1: Registered

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    Tested on a 20 player server, I'll read off some criticisms from players, "This map sucks" "the textures aren't even complete" "why is everything in a sick neon pink, even the water is that pink color" "these textures are ******" "why is there the numbers 128x128 on every tile?" "even without all these terrible textures, the map stinks, it's not even complicated". Just giving feedback, thanks for trying to make an arena map, seems not many people do it these days
     
  14. nik

    nik L12: Fabulous Member

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    at above, just because most players don't understand what a dev texture is doesn't mean that the map sucks

    all of your player criticisms are about textures, the map is still in alpha!
     
  15. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    Thanks for testing it, but as nik. mentions above most of the complaints you posted are based on texture. The only texture complaint that is actually relevant is the one about the pink and black checkers. For some reason when I run pakrat it doesn't catch the textures I put in and when I put them in manually it doesn't added them and i was going to change them to default textures but Hammer isn't working right now :mellow: Another complaint is that it isn't complicated enough which doesn't really tell me anything about what I should add or change. If you are going to test it in the future please test it with people that can give me feedback I can work on and if you want it without the missing texture texture wait until I release a5-c.
     
  16. nik

    nik L12: Fabulous Member

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    you might have to manually shove it in the pak, or try packbsp, by terr :D

    also did you build cubemaps
     
  17. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    yes i built a basic cubemap, I know that is fine and I know what he was talking about was not due to the cubemaps
     
  18. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    fixed broken textures
     
  19. Dragonstorm24

    Dragonstorm24 L4: Comfortable Member

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    ok useless thread bump (kinda)

    I fixed the broken textures (finally) and added the model that was missing
     
  20. Seba

    aa Seba DR. BIG FUCKER, PHD

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    This is a very long sightline. Snipers have a very clear view across the middle area, which can get very annoying for Hoovies and other slower, horizontal classes.
    This room is very oddly lit; use a beige-ish colour or something that's not green.
    This area looks like it's unclipped and would act as a passage, but doesn't. Either put a fence or something vertical here, or remove the playerclip.

    Overall, map felt too linear, almost like the mid of a 5CP. Engies set up behind the buildings with the steep roofs, while other classes duke it out in the middle, with an occasional Pyro/Scout attempting to attack the Engi base. Arena maps tend to be more circular; ever pay attention to your location while playing Lumberyard? The teams usually swap sides back and forth, circling the cap building until it unlocks. I suggest 'rounding out' your map a bit.
     
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