1. Hey there Guest,

    The game servers have moved to semi-dedicated hardware and IPs have changed. Please see front page server widget for up-to-date game server information.

Clifftop

Discussion in 'Map Factory' started by ProfFiendish, Apr 10, 2009.

  1. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    Hey, it's another arena map. But this one's a bit different:

    You can fall off the edge. Falling is followed by death. :D
    It's very small. Perfect for very small teams, like 2v2.​
    Capturing the control point leaves you very vulnerable, but working with your team to control the upper level of the building while capping will increase your chances of success.​

    If you're interested, give it a run through and tell me what you think.

    RELEASES:

    Clifftop_a3
    New! Each team's spawn area has been reworked to now include a sniper tower, increasing the size of the map overall, plus all new opportunities to fall. :)
    All ammo packs have been decreased in size. Before, due to the small scale of the map, pyros could constantly flame and spies could permanently cloak; this should fix that.​

    Screenshots from a3:

    The sniper tower: [​IMG]

    Backside of the spawn area: [​IMG]



    Clifftop_a2
    Changes to layout, arena entities now functioning.
    Known issues: spawn doors stick out of the spawn building, stickies stick to doors.​

    Clifftop_a1
    Never released, original layout since changed dramatically.​
     
    Last edited: Apr 14, 2009
  2. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    Download link added. Enjoy! :)
     
  3. bomc

    bomc L2: Junior Member

    Messages:
    83
    Positive Ratings:
    18
    Nice layout, the only problem i see is that its too small, and it would be total chaos even on a 12+p server. its not fun when you can get behind enemy lines 10 secs after you spawn, even for 2v2. You could make the current houses bigger, and make it a little wider with more buildings, and move the spawns further back. But if you insist on keeping it small theres nothing i can do :p
     
    • Thanks Thanks x 1
    Last edited: Apr 11, 2009
  4. Hanz

    aa Hanz Ravin' Rabbid

    Messages:
    844
    Positive Ratings:
    474
    Looks interesting so far, I will play it when I have time. :)
     
  5. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    I was certainly considering moving the spawns back so the area right in front of the current spawns is more neutral. I'll probably keep the existing buildings the same size, because there needs to be some tight corridors for class balance.
     
  6. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    A new release, A3, is out!

    A few major layout changes: look at original post for details. I would be glad if you took the time to download and run through it a bit, and give opinions on class balance and other gameplay aspects. Thanks!
     
  7. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    The lack of comments is... good?

    At any rate, I'm going to start detailing, so keep an eye out for this map in the future.
     
  8. frothy

    frothy L2: Junior Member

    Messages:
    88
    Positive Ratings:
    21
    I Just did a quick fly-through and I have to say that the layout looks really good, easy access to the top level and multiple paths to the center are nice.

    The only thing I really hope you add is a few fence pieces here and there, since it looks like it would be REALLY easy to fall off.

    Other than that, nice work and (as a regular arena player) I'm excited to see the finished product.
     
  9. IcyEyes

    IcyEyes L2: Junior Member

    Messages:
    85
    Positive Ratings:
    58
    Whoa, hold on buddy! Lack of feedback does not mean much. Many people are too lazy to give it outside an actual play test because it requires you to do stuff. If you really want good feedback (like me) you have to work hard for it.

    I would not start detailing anything until you get a few weeks of solid testing done. You don't want to make a beautiful map that no one plays. I would try to find a good community somewhere that's willing to work with you and play test your map for a while, or you could just submit it to a few different gamedays.

    I'll give it a run through and let you know what I think.
     
    • Thanks Thanks x 1
  10. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    I suppose that's reasonable... I was going to try to release before I have my major exams, but of course, rushing won't get me anywhere. :)

    I'm probably not going to add fences anywhere, but from what I've heard from players so far, I'm going to widen the walkways around the outside of the main buildings (including both sets of stairs). In actuality, it's not all that easy to fall off, unless you're a careless scout. Because much of the battle is in "safe" positions: around the cap point, on the bridge, in the buildings: even opponents with knockback-dealing weapons are not that OP.
     
    Last edited: Apr 18, 2009
  11. ProfFiendish

    ProfFiendish L2: Junior Member

    Messages:
    95
    Positive Ratings:
    10
    Alright, at the moment, I'm considering discontinuing this map in favor of its KotH iteration, which so far has been very fun to play with friends. Hopefully koth_Clifftop will scale well to larger teams as well.

    Here's a link to koth_Clifftop's thread.
     
  12. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247
    Didn't get a chance to play myself but I did record a couple demos last night.

    [​IMG][​IMG][​IMG]
    [​IMG]