speciality

ARENA speciality a5b

The Smk

L3: Member
Oct 15, 2015
119
21
specialty - A combination of arena and A/D

a Dessert map set in a Canyon with a special playstyle that is A/D with arena.
That means both teams have two ways to win
Blue has:
Kill all the Enemy
Capture the Point
Red has:
Kill all the Enemy
Defend the Point for a certain Amount of Time

Known Problems:
No Countdown for Red team


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nᵗʰSonata

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Just by looking at your screenshots, it seems your map is overscaled. Here is a good tutorial for scale.
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
Don't start with open spaces and add in geometry, try to plan your map with interesting geometry from the begining. By doing this you get much better layouts for your map. To me your map looks very open and flat with not many hight variation. Look at official maps, to get a feeling about what works for a map. Good luck with your project!
 

Diva Dan

hello!
aa
Mar 20, 2016
1,035
1,954
red is going to have a pretty big advantage in A/D arena because of the setup time... they will basically be unkillable. Maybe without setup it would be more fair? Because it's a cool idea and I'd love to see it work, but it's going to take a LOT of intelligent design to make arena work outside of symmetrical game modes.
 

The Smk

L3: Member
Oct 15, 2015
119
21
red is going to have a pretty big advantage in A/D arena because of the setup time... they will basically be unkillable. Maybe without setup it would be more fair? Because it's a cool idea and I'd love to see it work, but it's going to take a LOT of intelligent design to make arena work outside of symmetrical game modes.
I all ready removed the setup time from red i know its gonna be hard to balnce but i am gonna try my best

Don't start with open spaces and add in geometry, try to plan your map with interesting geometry from the begining. By doing this you get much better layouts for your map. To me your map looks very open and flat with not many hight variation. Look at official maps, to get a feeling about what works for a map. Good luck with your project!
Yeah i had a pretty big fail i disabled all the func_details in the levle which made the geometry pretty bland
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
+ added some areas only accessible for specific classes
+added Cover
+added a Cactus
+added a Sniper Spot that needs some jumping to get to
+added door in the Mine part to get a bit of a delay on blue to get red to the tunnel first

Read the rest of this update entry...
I don't think you should places that are only
accesable by a few classes, by this you create an unfair andvantage for them especially in arena. If you would have a place to jump up for a solieder and only a heavy in the opposing team is left, he will probably loss this battle. You can add a few class specific places like everymap has, but don't over do it and try to make them balanced and not too overpowerd
 

The Smk

L3: Member
Oct 15, 2015
119
21
I don't think you should places that are only
accesable by a few classes, by this you create an unfair andvantage for them especially in arena. If you would have a place to jump up for a solieder and only a heavy in the opposing team is left, he will probably loss this battle. You can add a few class specific places like everymap has, but don't over do it and try to make them balanced and not too overpowerd

yeah i know that it seems pretty bad of an idea but its only 1 place and thats right next to a wall with no real space. if you get up there you only have 1 visible area to attack and that area is supposed to be defended easily. There would be another one but any class (maybe nt heavy) can jump to it which makes it no problem
 

Simulacron

L-3: Simulated Member
aa
Feb 17, 2016
313
326
yeah i know that it seems pretty bad of an idea but its only 1 place and thats right next to a wall with no real space. if you get up there you only have 1 visible area to attack and that area is supposed to be defended easily. There would be another one but any class (maybe nt heavy) can jump to it which makes it no problem
Ok, didn't knew this, than it's alright, it just sounded like you would create multiple class specific spots