Refinery

Discussion in 'Map Factory' started by Ezekel, May 16, 2009.

  1. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    arena map i'm working on for the ducksoup arena contest.

    the name comes from the environmental trap.

    the map is reflectionally symmetry (like lumberyard and ravine).
    the 2 key ideas in mind are:
    heavy industrial, including lots of pipes, a certain amount of environmental fog, and if i can fit it in (read: if i can work out how to do it), maybe even some particle effects of gas escaping from pipes.
    the other key idea is the furnace. - there is a large health pack in a small room. however, if anyone sees you enter the room they can shoot/touch one of a number of buttons to seal the door, and roast anyone inside.
    so it's up to you if you want to risk going for that juicy health pack.


    the lighting - i'm still toying with it, particularly in the area in screenshot2.
    i was going from a gloomy sorta environment, so the outside areas have a night sky, and the inside areas are sharp contrasts of dark and light.


    a4 + b1:
    sound tweeking
    steam effects added
    lighting origins and view distances modified
    reduced "spawn room" size slightly
    added a global "chime" sound when the furnace is activated
    further details


    a3:
    tweeked kill effect of the furnace
    continuing to add more details around the map
    map name changed to refinery (previously: arena_furnace)
    added a teleport area to prevent people getting stuck off the map

    a2:
    iron vats, moving buckets, and minor details
    3d skybox
    sounds added to the furnace

    a1:
    added sniper rooms

    a0:
    basic gameplay + furnace mechanics
     
    Last edited: May 25, 2009
  2. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,920
    furnace.... we had that name first! :p
     
  3. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,408
    Ummm... yeah, this is a no-go.
     
  4. StoneFrog

    StoneFrog L6: Sharp Member

    Messages:
    395
    Positive Ratings:
    81
    arena_boiler

    :p
     
  5. Zanpa

    Zanpa L4: Comfortable Member

    Messages:
    164
    Positive Ratings:
    43
    A large health pack seems too much for me.
    Anyone with few HP will take the risk without hesitation...
     
  6. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    arena =/= cp
    different gamemode, surely that means something?
    also, youme, yours is furnace creek
     
  7. Nineaxis

    aa Nineaxis Quack Doctor

    Messages:
    1,767
    Positive Ratings:
    1,408
    Same filename, different gametype. I don't want people confusing our map with yours or your map with ours.
     
  8. YM

    aa YM LVL100 YM

    Messages:
    7,099
    Positive Ratings:
    5,920
    cp_furnace
    arena_furnace
    To the average punter thats no difference what-so-ever.

    It suggests we've turned furnace creek into an arena map. And if it doesn't suggest that there will be people playing one and thinking its the other.

    Its not the accepted thing to do, to use a map name already in use.
     
  9. Fireman

    Fireman L4: Comfortable Member

    Messages:
    150
    Positive Ratings:
    59
    arena_incinerator
    arena_incinerate
    arena_forge
    arena_smithy
    arena_cremator
    arena_heatstroke

    Shouldn't be too hard to think of a suitable substitute.
     
  10. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    either arena_smelter or arena_refinery i guess then

    although most people who've played it are telling me to be stubborn, but being stubbonr never solves anything...
     
  11. Schmoe

    Schmoe L2: Junior Member

    Messages:
    60
    Positive Ratings:
    1
    The Forge.
     
  12. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    updated to alpha3
     
  13. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    beta1 version now out
     
  14. The Political Gamer

    aa The Political Gamer

    Messages:
    4,468
    Positive Ratings:
    1,704
    It is kinda bland, no really pop or anything that sticks out, it has a very um... generic FPSish look to it. Put more RED/BLU textures in it or make the molten steel play more of a role in gameplay.
     
  15. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    play more of a role in the game beyond killing you if you fall into it?
    i'm afraid i'm not sure what you're getting at here? what more gameplay effects could it have?

    also, not sure what you mean by generic FPS looking. FPS covers a vast array of themes from space stations and antarctic bases, to jungles and even the hanging gardens of babylon. i suppose it looks slightly less toony than a typical valve tf2 map, but i was going for something more foreboding than the 2fort farm theme.
    the way it looks is from my decision of wanting a gloomy feel from both the fact it's set at night and that i felt a dimly lit structure would fit the idea of a refinery better than a well lit spy-tech themed structure.
     
  16. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    version beta2 is out.
    also is there anyway to change a thread's title?
    (since the name is refinery not furnace now)
     
  17. hadlock

    hadlock L1: Registered

    Messages:
    20
    Positive Ratings:
    16
    I would break up the "white space" you have on a lot of the walls, especially at the mid point. In the main hallway just outside of spawn I would add a truck at one end and some large crates at the other to break up the sight lines.

    Add some office space with windows overlooking the arena CP, maybe an extension of the "snipers nests" on either side, just not accessible to players? You have a lot of neat details on the top half of the map, like all the crazy backlit stuff behind the furnace, those imposing windows opposite the furnace, but there's nothing really below the gray/green "bathtub ring". Maybe you could add some fenced off storage areas below the ring.

    Take a look at how empty white space is handled on maps like junction, freight, steel and others - lots of fenced off rooms with large objects in the background. Maybe a fenced off area where workers are repairing those giant buckets? Heaps of coal fenced off at ground level on the other side. Behind that racks of data tape or something.

    One last suggestion, the four rooms behind the point there on the second level, if you could better define which are on red and which on blue that would help. I've probably played 8 hours on this map and still get confused as to what side I'm on.

    Don't get me wrong I love this map and it plays great, but it's hard to keep new players to stick around due to the perhaps overly stark color scheme. I think game play is perfect and everyone loves "the oven" as it's lovingly referred to on our server. Fix the white space issues and I'd love to try and add it to our rotation on the server.

    Thanks for a great map!
     
  18. zpqrei

    aa zpqrei Theme Changer Extraordinaire

    Messages:
    1,067
    Positive Ratings:
    1,139
    Renamed actual thread from 'ARENA Furnace' to 'ARENA Refinery'. Hope this stops any confusion!
     
    • Thanks Thanks x 1
  19. Ezekel

    Ezekel L11: Posh Member

    Messages:
    818
    Positive Ratings:
    244
    thanks zpqrei.


    the white space thing you mentioned hadlock, i've had in mind to expand the back wall so it's open and overlooking a lower level (which i'd shape to look like that robot factory in attack of the clones (at least i think it was attack of the clones...)
    the reason i've not done so yet is because of A: time constraints and B: concern on how this would effect the FPS.
    there was also the fact that the map was for a contest that was to end on the 8th july (but now has been extended a month). anyway - i'll try and squeeze in time to put out a new version, some time this summer.

    with regards to the long passageways from the spawn rooms - i don't want to put a truck just inside as it didn't look right when i did. however, using pipes going across the the passage, i could, and probably will create "walls" of pipes with doorways in them to break it up some more.
    the store rooms in the back of the map - i could make them look more red/blu but i'm not sold on the necessity of it really, since in arena there isn't really any "sides" that one team owns over the other. ... i'll look into it and see if i can do something that's both fitting asthetically, and looks clearly red/blu.
     
  20. captainAngry

    captainAngry L7: Fancy Member

    Messages:
    434
    Positive Ratings:
    247