ARENA Multiplex

Discussion in 'Map Factory' started by Jeremy, Mar 19, 2011.

  1. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    THIS THREAD IS OLD. CLICK HERE.

    Current version: A8B

    Despite what the name says, this map is a King of the Hill map, not an Arena map.

    Following on from Skyline, and all the mistakes I made in it, is a completely unrelated KotH map inspired by Lumberyard. I bring you: Multiplex!

    Multiplex takes place at a radio tower. Its power, efficiency and security, as well as its current lack of ownership, makes it the perfect radio tower for broadcasting confidential messages to the team's global network. Unfortunately, both RED and BLU have discovered it at the same time, and are now fighting for control under the cover of night.

    Things to note:
    • a9 will include some major changes, including new spawns, extra areas and general awesomeness.
    • Players can walk straight through some physics props. Will be fixed.
     
    Last edited: Jul 30, 2011
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,868
    Positive Ratings:
    4,896
    It looks really quite interesting. You seem to have some nice areas already. From the screenshots, it looks like it could use some slightly variance in the ground. Like barrels, little hills, some obsticles, rather than just flat building walls. But that might be because it's early alpha.

    Good work!
     
  3. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Thanks. Yeah, I tried to cut back on details. I'm trying more to add stuff that will eliminate sightlines, but height variations will be near the top of the list.
     
  4. Exist

    Exist L6: Sharp Member

    Messages:
    306
    Positive Ratings:
    112
    Arena <3

    Hope the height of the point doesn't make it a solly/pyro dominated area.
     
  5. absurdistof

    aa absurdistof

    Messages:
    1,242
    Positive Ratings:
    393
    The layout looks solid, but I think you really could use some height variation. Try messing with height levels, so that combat on the ground isn't always level.
     
  6. Fredrik

    Fredrik L6: Sharp Member

    Messages:
    376
    Positive Ratings:
    149
    2 Things: Big sightline at pic nr. 1
    When there's only one person remaining in each team I think it'll be kinda hard to find each other.
    Everything else looks pretty good!
     
  7. red_flame586

    red_flame586 L7: Fancy Member

    Messages:
    437
    Positive Ratings:
    108
    It looks ok, but you could probably do with a bit more hight variation, plus there's that huge sightline in screenshot one.

    I also think you need more paths up to the point, and maybe lower it a bit. The paths are very open and long, and if there's someone capping it up the top, you don't want to have to run up those long ramps to get to him, only to be blown off if their a soldier or pyro or something.
     
  8. Zhan

    Zhan L5: Dapper Member

    Messages:
    208
    Positive Ratings:
    114
    The lighting is really bizarre, as if the sun is right at the horizon level. If you intended the map to be set at like sunrise, this would be fine, I guess, but my suggestion would be to raise up the sun angle so there's direct lighting from the sun on the ground.
     
  9. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    I'm adding a few more buildings. I'll also see if I can modify the other buildings so players can easily walk on them.
    Just hope I don't make the place cramped D:
    Thanks. I'll see if I can add some more paths, maybe on those long platforms.

    As for the sightline, I've actually fixed that but I've proven to be extremely lazy (i.e. I haven't taken an udated screenshot). I'll add some more screenies in a2.
    I don't think I'll need to worry about lighting just yet. The map is in alpha, and gameplay is more important, but I will have a look at the lighting. Thanks.
     
    Last edited: Mar 20, 2011
  10. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Update:

    a2:
    Added some buildings for height variation
    Moved stuff around
    Added some func_breakables because they're good fun
    Removed some excessive env_cubemaps

    (also, 100th post)
     
    Last edited: Mar 20, 2011
  11. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    Update:

    a3:
    Added some surrounding environment to make the map look nicer
    Added an easter egg
     
    Last edited: Mar 21, 2011
  12. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    :O


    Bump.
     
  13. Wilson

    aa Wilson Burial by Sleep

    Messages:
    1,256
    Positive Ratings:
    841
    Why? It was still on page 1 and there haven't been many posts here few days due no gamedays and such, so it was among first maps too.
     
  14. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    I just wanted a bit more feedback before I sign up for a gamday.
     
  15. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    a4:
    Changed control point
    - Lowered the capture area drastically.
    - Made capture zone larger
    Added some.. stuff
    Modified easter-egg to be more noticeable
    Optimisation improvements
    Widened corridors near spawns
    Added more func_breakables
    Removed an almost entirely useless passage that looked ugly
     
    Last edited: Mar 24, 2011
  16. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    a4b:
    Players do not get stuck inside physics props
    Moved some stuff to stop people getting stuck
    Added some more stuff

    (forgot to post a2a update... bah)
     
  17. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    a6:
    Changed the interior of one of the buildings to add more room and improve the stairs
     
  18. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    a6a:
    Fixed up previously mentioned buildings
    - Completely re-did roof
    Added a bit more outside scenery
     
  19. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    a7:
    Fixed lighting issues
    Completely re-did player-clipping
    - More opportunities for rooftop battles
    Added another passage out of spawn
    Added some outside details
    Added a hut around the control-point
    - Added a radio tower on top of it (finally!)
    Improvements with physics props
    Removed the breakable glass that confused and/or annoyed people
     
  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

    Messages:
    6,391
    Positive Ratings:
    4,906
    You should update your screenshots :D