Backlot

ARENA backlot rc2

tyler

aa
Sep 11, 2013
5,102
4,621
Sounds good! I actually really enjoyed this earlier. I'm looking forward to the changes.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
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Sounds good! I actually really enjoyed this earlier. I'm looking forward to the changes.


Thanks!
I completely forgot, where you there for our super late night (for americans?) gameday like 8 hrs ago?

EDIT: Looking at your posting time, I'd assume yes?
 

Fruity Snacks

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Sep 5, 2010
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a3: I swear, its all there.
-Packed -triple tested on 2 comps- everything
-Cap point now has hazard strips and you know its a cap point
- adjusted the size of the map towards the waterfront (No death flesh eat fish bacteria anymore)
-Clipped so you can't float in the air
-adding spectator cameras
-added another small HP and a small ammo.

I used pakrat this time to pack everything, so it is all there. I double checked on this rig, and then again on my laptop. Its all there.

Not many layout changes, widened the hall in the back, cut down the size of the storage area (no death water)

So, here ya' go -arena_drydock_a3
 

Soupstorm

L2: Junior Member
Sep 22, 2009
67
12
Since version a3 was already put out there, you should call this one a3a to avoid file version conflicts.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
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Sep 5, 2010
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WATCH OUT! RUNAWAY ARENA MAP!

a4: Now with 100% More Dryness, 100% Less dock!
-Redid theme a bit
-Made it so you can't die on the point before the point activates
-broke sightlines
-lowered back route walls
-Changed name

Decided to dig this up again, I actually LIKE it now (oddly enough).

Enjoy.
 

Fruity Snacks

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Sep 5, 2010
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been working on it the past week or so... but here is a5 of runaway.

a5- Due to lack of large tests, can't do anything major yet.
-Adjusted some crates
-added rough soundscape
-added warning lights and siren sound when cap is enabled
-added details for the hell of it.

Enjoy.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You should make the areas less tight, a lot of places on map are narrow hallways or have a lot of big props on them, making heavier classes really dominant.
 

Fruity Snacks

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Sep 5, 2010
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I will work on that for a6, that is something that I wanted to hear...

I'm not sure what happened with today, I know for a fact it was properly packed, and that invisible wall was infact not anything custom, so not sure what went wrong there.

EDIT: widened the side alleys by 96u, this is roughtly a person and a half wider. (a big improvement imo) and will hopefully positively affect (effect?) gameplay
 
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Fruity Snacks

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Sep 5, 2010
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Yay a6! Massive feature creep, wanted to release this last weekend, but then added/changed stuff. Then changed the theme, then finals started at my school. FINALLY got the time to compile/buildcubemaps/pack.

a6 - Feature Creeps. Gotta love 'em
-adjusted theme (AGAIN)
-Started some more detailing
-Reworked the "front" yard
-widened side alleys
-generally made things a bit less chokey and more open

Made things wider, thats the major change, and I think it'll be really good. Generally the side alleys are ~1.5 players wider, yet I still tried to provide enough cover as possible, without it getting too chokey.

Enjoy :D

EDIT: oh, and there is new pics
 
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Fruity Snacks

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Sep 5, 2010
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a7 - Things look neat!
- Adjust cap unlock time to 30 seconds.
- Adjusted the pipe walk
- Adjusted the side route to be more accessable
- redid the ammo/health packs
- clipped some places

I adjusted the cap time because it seems like the rounds don't end last long enough for the point to be actually used, so I halved the time to adjust for the gameplay rounds. Since the map is small (intentionally) to provide for small fast-past arena action (c)... I'm hoping this is a positive change.

I also adjusted health to be in a better (more symmetrical) locations.
 

Fruity Snacks

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Sep 5, 2010
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Late night detailing :D
I'm liking this a LOT better now.
arena_runaway_a80002.jpg
 

Fruity Snacks

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arena_runaway_a80005.jpg


a "down the alley" shot. Dunno if I like the back, it feels TOO clean to be part of a worksite. I may adjust it, not sure.

I'm also deciding on whether or not the detailing should be symmetrical or not, just with different textures. So, opinions on symmetrical/asymmetrical detailing (as in, same geometry, different textures) would be appreciated greatly.

Hanging bulbs are staying. thats one of the key features (to me at least) of pipeline, which is the map that I am "deconstructing" its theme to.