ARENA Ixem [Provisional Title] [Deleted]

Discussion in 'Map Factory' started by TMB, May 8, 2016.

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  1. TMB

    TMB Banned

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    IXEM
    Ixem it's an arena (2CP) map with Mayan ambient!

    All feedback is welcome, and opinions as well!

    ----------------------------------
    Author: TMB
    Contact: tmbanimations@gmail.com
    WorkShop: Coming Soon!
    ----------------------------------
     
    Last edited: May 19, 2016
  2. Lain

    aa Lain Resident wrong opinion holder

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    When you say ambient, I think you mean theme.
     
  3. Crowbar

    aa Crowbar perfektoberfest

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    Still semi-flat and open, a sightline from one spawn to another.
     
  4. Nicky

    aa Nicky Lets try something new!

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    Why delete the original thread instead of just updating it with the newer version of the map?
     
  5. TMB

    TMB Banned

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    i dont wanna talk about the other thread... just forgive me for that...
     
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  6. worMatty

    aa worMatty Repacking Evangelist

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    This is definitely an improvement.

    Arena maps are a challenge to design. People say they want arena rounds to go as quickly as possible, but if a map is too simple, then it doesn't provide a different experience every round. In my opinion, arena maps are a great time to use complicated layouts, with a combination of tight and narrow spaces, and wide spaces. I like to 'get lost' in an arena match, so I can try to stay alive as long as possible.

    For your next version, I recommend putting in some buildings. Shall we say six buildings per side? Some of them can join together, and some of them can stand alone. You should try to use these buildings to make it challenging for snipers by blocking their sightlines. That means they should not be able to snipe the enemy's spawn room from theirs. Try to have sniper sightlines of between 1000 and 1500 Hammer units but no further.

    It doesn't matter what the buildings look like. You can make whatever you want. If you like some buildings in real life, maybe you could base yours on those. You will probably need to expand the overall size of your map to fit your buildings in. Remember to provide variety in your game play spaces. Basically, that means having some small places, some medium places and some large. In large places, build some cover, such as walls and rocks.
     
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  7. TMB

    TMB Banned

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    the maps has the same size that byre, i dont know if m should make bigger or not...
     
  8. worMatty

    aa worMatty Repacking Evangelist

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    I think it depends on what you have in your map. Byre starts off by spawning the teams at a level that is below ground. They are then forced to take one of two routes through narrow passageways. This means they are kept from seeing or engaging the enemy for a few seconds after the round begins. Byre also has two control point objectives, so the players will split up naturally. Byre has a few things that change how the game is played.

    I might be wrong, and you might not need to expand your map to fit in the buildings. If you build the buildings, and then find that your map is too large or too small, don't be afraid to change its size. When you design and build a map, it is easier to start with the inside, and then work your way outwards, rather than start with the outside and work inwards.
     
  9. Crowbar

    aa Crowbar perfektoberfest

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    This map definitely needs way more stuff.
    Do not be afraid to change size if your idea needs it, you shouldnt rely on a simple box.
    If a map has that little cover and is the size of an actual successful map, it may be overscaled, wouldn's say I'm sure with it, just a quick thought.
     
  10. Yrr

    aa Yrr An Actual Deer

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    Suggestions:
    • Block the view between spawns with something, you shouldnt be able to snipe spawn-to-spawn.
    • Block the view between points with something, you shouldn't be able to defend both points at once.
    • Block the view between spawns and points with something, you shouldnt be able to defend a point from spawn.
    • When these blocks are in place, make sure the map is divided into routes rather than just being one large open space.
     
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  11. Viperi

    aa Viperi not actually a snek

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    I don't feel comfortable capturing a capture point with only one way to enter and one way to exit (basically some classes can easily neutralize the capturing opponents via explosives/fire).
     
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  12. TMB

    TMB Banned

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  13. Viperi

    aa Viperi not actually a snek

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    This is getting better... It seems like the sightlines with the spawns are somewhat fixed, however this seems like a heaven to soldiers and demos.
     
  14. TMB

    TMB Banned

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    when you said that this getting better are you saying in a good or a bad way?
     
  15. Viperi

    aa Viperi not actually a snek

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    In a good way of course. Those ramps leading to mid is cool, but again I feel suspicious on mobility classes gaining advantage from this. You should get it playtested, one possible fix for the mobility advantages is having mid be a Mayan temple (you should still get it playtested, if you got any suspicions on gameplay things like me and other's can have, playtests can be used to confirm what you were suspecting)
     
  16. Diva Dan

    aa Diva Dan hello!

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    It is going to be tested in today's impromptu, I think
     
  17. Viperi

    aa Viperi not actually a snek

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    It probably is. Didn't make to yesterday's imp due to the imp running on for too long already.
     
  18. TMB

    TMB Banned

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  19. sooshey

    aa sooshey :3c

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    Instead of saying "a lot of changes", please tell us what changed. Whether you changed one tiny thing, or 50 things, you should still write a change log.
     
  20. TMB

    TMB Banned

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    Many things too remember, just look the images, i update it...
     
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