embankment

Discussion in 'Map Factory' started by absurdistof, Sep 26, 2009.

  1. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    I bring you embankment!
    Originally called arena_damn, this map features a heavy emphasis on pipes for aesthetics and mobility. The map has a nice line of symmetry going straight down the middle, ending in the very open and exposed CP, while one health pack is neatly tucked under a T junction of pipes. The other is located in the large building at the bottom of the map. Vertical space is abundant, and complements the flow of the map, unlike some maps like Sawmill. >.>

    I know that traditionally arena maps are not loved by everyone, but I for one love it and have a goal that this map could get on rotation with FuG's arena server.

    Currently I'm working to improve the strength of the slower classes by tightening up the playing area, and at the same time I'm trying to take away some of the snipers thunder. I'm also trying to split up the gameplay, as of now it just ends in a massive mosh pit fight in the middle for the CP, so a real capture is rare :O, so that the round can be extended and not always the same.

    Please download it and tell me what you think!
     
    Last edited: Dec 26, 2009
  2. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,684
    A very simple way to make a map less sniper friendly is to add more cover and such to stop the hail of gun fire and arrows from mincing everyone up. :S
     
    • Thanks Thanks x 1
  3. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Lol I know that, I'm just trying to find ways to add cover that fit with the map, and don't ruing the ever-precious flow that an arena (or any slayer/deathmatch) map must have.

    EDIT: Here's a map overview (picture)

    [​IMG]
     
    Last edited: Sep 26, 2009
  4. SPHinx

    SPHinx L2: Junior Member

    Messages:
    81
    Positive Ratings:
    24
    Gave the map a look. And it looks like a lot of fun. I like the pipe theme with all the ramps and dips in the interiors. My main concern is the CP pushed all the way to 1 side. It is vulnerable to snipers, but excepting that, if a heavy-medic pair gets control, there is really only 1 way to look to have to defend it. Have you considered using that T-junction platform (it's in the middle of the image you posted) as the CP?
     
    • Thanks Thanks x 1
  5. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    I would, but its very high up. I'm thinking of the top of the smaller building (attatched to the larger one)

    Thanks for the comments!
     
  6. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    Type cl_drawhud 0 in the console when taking SS's (erases the class icon, HP, ammo, etc.).

    Looks nice, but as SPHinx said, the CP is kind of far away; the teams are bound to kill each other before even reaching the point.
     
    • Thanks Thanks x 1
  7. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Thanks for the console command. And thanks for the reason that I should move the cp, I understand that now. I put the cp there to try and draw the map out. I almost feel that if I put the cp closer to the spawns, people won't go around where the cp used to be. I might move the health then, but I really like where it is too.

    That, or I might give the cp more cover.
     
  8. The_Ulf

    The_Ulf L6: Sharp Member

    Messages:
    399
    Positive Ratings:
    112
    I wish you much luck in texturing those cylinders o_o

    The pipes look pretty damn awesome and I like the layout - but get some cover props up in thar. I recommend the slanted metal plates from the radar dish in Hydro or some such (ought to keep it on theme but provide areas to hide behind/cut lines of sight).
     
    • Thanks Thanks x 1
  9. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Ok I took your suggestions, here's the new CP for a2:

    [​IMG]
    CP is in the middle/lower right, health is in the upper/middle left

    Haha yeah, texturing will definitely be a bitch. I have an idea to give the pipes a clear texture with some shine, and an animated water texture for a smaller arch(cylinder) inside, so it moves in a direction.

    I have textured the inside of hollowed out arch-cylinders before though, as long as a textured line can be drawn straight around it i shouldn't have a problem.

    I think I'm going to add those hydro cover pieces around the map, too. I tried covering the a1 cp with them, but the platform is too thin. So, they'll have to move elsewhere.
     
    Last edited: Sep 26, 2009
  10. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    **Gameday bump**

    Any suggestions? Comments? Stylistic opinions? :D
     
  11. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    No opinions? Really? :(
     
  12. h3r1n6

    h3r1n6 L4: Comfortable Member

    Messages:
    158
    Positive Ratings:
    95
    I think the map is a bit too big for the spawn-spawn distance. Snipers on the big pipes on the outside (the ones in team colors) are really strong, so maybe consider making them inaccessible.

    Are the pipes on the tops intended to be accessed? High ground like that gives soldier/demoman an advantage that there is no way of countering. That doesn't really belong in an arena map.
     
  13. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    I watched the demo and soldier get on the high pipes, that will be player clipped in a3, as for the pipes, those are supposed to be a part of the gameplay and I didn't notice too much sniper domination on them. I'll try moving the spawns though.
     
  14. h3r1n6

    h3r1n6 L4: Comfortable Member

    Messages:
    158
    Positive Ratings:
    95
    Because the snipers didn't (ab)use them enough. A sniper up there controls the health pack, the control point and a large portion of the map. This is just my opinion though, do with it what you want :).
     
  15. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Good point. I'll try to add more cover to the map, maybe lower the pipes in front of the health pack to block sightlines.
     
  16. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    **Update**

    Sorry, this map isn't dead yet :D

    Currently I've been trying to tackle some aesthetic barriers for later versions, and have cycled through various themes, experimenting with what I like best.

    On a gameplay note, I'm currently trying to break up the open space, and am trying to keep the sniper from dominating the map.
     
  17. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    OK, A3b is out!

    Changes
    -More cover
    -Major sightlines blocked
    -Middle building closed off
    -2 pipes next to cap shifted over
    -Overhead pipes by spawn added
    -Wood ramp to large pipes by spawn added

    Download and pictures will be up shortly, I'll also try and get this into gameday

    Pictures are up!

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    Last edited: Nov 4, 2009
  18. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    Gameday bump!

    Comments, suggestions?

    EDIT: No feedback? :(

    At least there's still a demo
     
    Last edited: Dec 10, 2009
  19. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    *Bump*

    Some one must have played this at gameday come on D:
     
  20. SlayerBlitz

    SlayerBlitz L3: Member

    Messages:
    120
    Positive Ratings:
    46
    I don't really have a gameplay suggestion but a aesthetic one. With all these pipes and such you could give it a desert theme with sand and such and call it something like Arena_Oil or if you make the pipes look rusty and old it could be called Arena_Rust. On another unrelated issue it looks just a bit to big and empty. Desert related things like trucks, crates, and such may fill it up a bit. One thing I have realized though with arena maps are the ones that have some way to kill yourself in them are much more popular then others so maybe make something like a pit of death or moving gears.
     
    • Thanks Thanks x 1
    Last edited: Dec 12, 2009