ARENA Donald

Discussion in 'Map Factory' started by Muddy, Oct 1, 2014.

  1. Muddy

    Server Staff Muddy Muddy

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    Somewhere in Europe, the mercs fight for control over an expansive underground facility and trading post disguised as a retirement home disguised as an old-timey village.

    We're still not sure who Donald is.
     
    Last edited: Dec 25, 2014
  2. puxorb

    aa puxorb L69: Emoticon

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    No! no RIP it was starting to get good!
     
  3. Muddy

    Server Staff Muddy Muddy

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    It was starting to turn into a trainwreck. I probably could have salvaged it, but I couldn't be arsed.
     
  4. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Fool! Don't call a map dead as long as one person likes it!
     
  5. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Ah, you're learning! Learn from mistakes, move on. Lather, rinse, repeat.

    Good work. This looks neat.
     
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  6. HQDefault

    aa HQDefault ...what

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    This would work much better for KotH than arena. This looks fairly linear, arena maps are usually diverse and open.
     
  7. Zed

    aa Zed Certified Most Crunk™

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    What's the next map gonna be called?

    Greg?
     
    Last edited: Oct 1, 2014
  8. Muddy

    Server Staff Muddy Muddy

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    I find that's the case with a lot of creative works. Also cheers!

    It started out as a KOTH map, but I changed it to Arena 'cos it ended up being a bit too small for KOTH and I didn't want to have to completely redo the layout. Anyway, there are routes around the point, so it's not entirely linear...

    If I decide to make a Payload map, sure. I think pl_greg has a nice ring to it.

    EDIT: Oh yeah, a1a:
    * added extra routes to the buildings on either side of the control point

    EDIT 2: Or maybe pl_gregory.
     
    Last edited: Oct 2, 2014
  9. Muddy

    Server Staff Muddy Muddy

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    I was going to attend tonight's gameday, but then stuff came up. Oh well.
    Judging by the feedback and demo from this map's gameday session, it seems this map is actually pretty good (which is certainly more than can be said about Sally Valley). I liked how the rounds were short, 'cos I feel that that's the whole point of Arena mode.

    As far as I'm aware, there weren't any major complaints (besides the fact that it's Arena and is therefore the spawn of Satan and the cause of all evil in the world), but there were a few niggles here and there which shouldn't be too hard to deal with.

    And regarding that one comment about the map not having anything special about it: I'm not prepared to waste my great ideas on not-very-great maps (which is partly why I named it Donald). But if I do get far enough with this map (to Beta stage, I dare say..!), I've got a few ideas in store for it...

    Anyway, any extra feedback from the gameday (or not from the gameday, whatevs) is very welcome!
     
  10. Muddy

    Server Staff Muddy Muddy

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    Look at all this extra feedback I didn't receive! Anyway, update.

    a2:
    * made the bridge look less bad (also damaged the roof slightly, tee hee)
    * removed small health kit under the bridge, replaced it with a refreshing pool of water
    * added 3 env_cubemaps
    * made the ramps near the spawnrooms wider and less steep
    * changed the wooden barrels near mid to physics props for the lols
    * some other things
     
    Last edited: Oct 6, 2014
  11. Muddy

    Server Staff Muddy Muddy

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    Alright, calm down everyone. A3 is up.

    * added textures, because why the bloody hell not
    * made some doorways wider
    * added ramps linking the underneath area to the bridge
    * changed the bridge's roof slightly
    * made the pool of water under the bridge larger and deeper, so it's easier to extinguish fires
    * made the skybox taller
    * minimal detailing
    * fixed the control point hologram being visible when the point is locked
    * also made the control point prop change colour when it is captured
    * probably other stuff too

    I've had quite a few people say that the map might be too small and basic for Arena, but in my mind, small and basic is the kind of thing that Arena mode maps need. The rounds should be short and people should not have to wait for too long for a match to end, so for the time being, I don't intend to make the map any larger or more complicated. If it starts to become a real issue, then I'll see about changing the layout a little.
     
    Last edited: Oct 10, 2014
  12. Muddy

    Server Staff Muddy Muddy

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    In the very unlikely case that anyone actually cares about this map, could someone from the a3 test of this map please give their feedback of this map on this thread? It seems the feedback system was on the blink during the game day, and I couldn't attend because my laptop broke (and is currently still broken).

    Depending on how serious the issues are, I might bump it into beta stage since there doesn't seem to be any glaring issues with the map. I'd rather be careful though.
     
  13. ok comp

    ok comp L2: Junior Member

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    I don't like arena in general but I did enjoy my time playing this map. Truthfully I think the small size did exactly what you wanted it to do: I felt like the rounds were sufficiently brief that I didn't get bored while waiting.

    A few things I recall: the barrels on the ledge near the middle bridge were not solid. Also, it's not clear to me how other classes can get up on top of the covered bridge... or is that intended for jumping classes only? At one point an Engineer found his way up there and built a mini, probably by climbing his buildings. Oddly enough, there are medium ammo boxes up there accessible only to the players that can get there, but I feel the height advantage is benefit enough. I doubt it matters much in an arena round where you probably won't be running out of ammo, but I think if they did they should be forced to come off of the height advantage.
     
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  14. Muddy

    Server Staff Muddy Muddy

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    Good news! The Dacia Sandero arena_donald is back! Unfortunately my hard drive was completely wiped in repair and I didn't back up my map's vmf because I'm a chump, so I have no choice but to decompile the latest version. Oh well.
     
  15. Muddy

    Server Staff Muddy Muddy

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    After a month of having no laptop and one evening of mapping, a4 is here!

    a4:
    * hollowed out the building with the balcony and added a route leading to it so it's now accessible by all classes!
    * removed ammo packs from the balconies
    * uhhh some other things probably
     
  16. Muddy

    Server Staff Muddy Muddy

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    Did someone say beta? No? That's what I thought. One day though...

    a5:
    * art-pass:
    *** replaced big ugly dev texture blocks with actual textured buildings
    *** replaced (most) generic orange brick textures with team-coloured textures
    *** replaced lazy dev texture slopes with ACTUAL STAIRS!
    * fixed players being able to walk through the wooden barrels (about time, eh?)
    * fixed spawn doors sticking up through the spawn room roof
    * added a couple more breakable barrels because too much ain't enough barrels (to satisfy me)
    * put ammo packs back on the balconies (and other ammo pack modifications)
    * made the balconies wider so heavies no longer have a hard time getting onto the roof of the bridge
    * control point now unlocks after 30 seconds (á la KOTH) and can be captured in just 12 seconds
     
    Last edited: Nov 10, 2014
  17. Muddy

    Server Staff Muddy Muddy

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    ... And that day is today! Donald is in beta at last!

    [​IMG]
    [​IMG]

    b1:
    * beta!
    * did a heck of a lot of detailing
    * worked on optimisation a smidgeon
    * fixed roof brushes being too thick
    * removed some dev textures I accidentally left in
    * various texture fixes
     
  18. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Neat. But how is that building a hotel? Where is this place that somebody would need a hotel?
     
  19. Shogun

    Shogun L6: Sharp Member

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    Wow, that looks great! I really like the bright environment, it's very cheerful. The doors on the platforms above the points are sort of bugging me though. Who would put a door there, and for what reason?

    also,
    While I agree with your point, every time I have seen someone use that "Hotel" overlay someone always asks why a hotel would be there. It's hard to get it to fit into a map's setting.
     
  20. phi

    aa phi Within The Vacuum Of Infinity...

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    Just off of the second screenshot I've found a couple things you should probably touch up/fix. they're incredibly minor but i don't have the time to go and take pics of the bigger issues so eh here you go

    [​IMG]

    Red circles: you know what these are. Every single person who's ever used this prop does

    Orange ropes: suggested detail improvement. wires from the lightswitch across to the lights

    Yellow line: suggested place where you should probably add a bit of wooden trim to obfuscate the texture seams where the rooves meet.

    Pink rectangle: your tires are clipping into the wood trim on the wall.

    might go through the map and pick more things out who knows. probably don't have the time for that though so gg this is probably all I'll have the time to muster up
     
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