ARENA Staple a7a

2 CP arena map where each team starts with a point

  1. Diva Dan

    aa Diva Dan hello!

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    Staple - 2 CP arena map where each team starts with a point

    Staple is an arena map similar to byre, but with a twist. Instead of both control points starting neutral, both points begin being owned by their respective team.

    The goal of this mechanic is to pair a strong team offense with a strong defense. While byre has the benefit of each team moving back and forth quickly to prevent camping, this map offers several very powerful attacking routes to each side. Alone this would feel unfair, but when each team owns their point right off the bat, I aim to create an interesting tug-of-war. that hopefully ends quickly. The only health kits are along attacking routes, and metal is relatively scarce.

    Below are some screenshots of the first version.

    (and yes, I know the roofs are quite bad, it's temp optimization, or at least that's my excuse)

    [​IMG]
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    I hope that the gamemode comes out well and you have fun playing it!
     
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  2. YOYOYO

    YOYOYO L5: Dapper Member

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    This is a good map, so her is my feed back:
    The A Is pointing at a wall, this shouldn't be too much of a problem, but its a bit confusing
    arena_staple_a10000.jpg
    Its kinda hard to see, but I'm on top of that, like, middle line wall. Once again, this is optional, but I'd suggest clipping it arena_staple_a10001.jpg
    Shouldn't I win when I've captured both?
    arena_staple_a10003.jpg
    Is this supposed to be on the sides of the stairs
    arena_staple_a10004.jpg arena_staple_a10005.jpg
    And this is a detailing issue, but I can see through the rock things.
    arena_staple_a10007.jpg

    Hope this helps! :)
     
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  3. Diva Dan

    aa Diva Dan hello!

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    I'll definitely fix that capturing bug. Weird, because it worked before I uploaded it. Ill check everything again. Thanks!
     
  4. YOYOYO

    YOYOYO L5: Dapper Member

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    Welcome
     
  5. Diva Dan

    aa Diva Dan hello!

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    • Added windows to each side to better show where the control point is
    [​IMG]

    • Gave blue side more colored textures
    [​IMG]
    [​IMG]
    • Control points start neutral until I can fix the issue where both teams capping doesn't win

    Read the rest of this update entry...
     
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  6. Idolon

    aa Idolon the worst admin

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    Assuming you're using the overtime system from Byre: Set the b_capped_a and b_capped_b branches to 1 instead of 0 to indicate that the points are already captured. You should also check that b_team_a and b_team_b are set appropriately (0 for red, 1 for blue). Haven't tested that it works but it should.
     
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  7. Diva Dan

    aa Diva Dan hello!

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    Thanks, I'll try that out! The source of the error was that I set each point to be owned by a certain team at the start, and I'm assuming it skipped some sort of step in the logic and didn't know how to react.
     
  8. Erk

    aa Erk erk

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    [​IMG]

    These displacements are dank
     
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  9. Kobolite

    Kobolite L6: Sharp Member

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    This is pretty cool
     
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  10. Diva Dan

    aa Diva Dan hello!

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    • Added new cover to each side made of concrete that blocks a small sight
    • Made the capture area more obvious
    • Added speakers
    [​IMG]
    • Redid the ramp to have less space on the edges
    • Added a window above the sliding door to spam pills or other things at people on the other side
    [​IMG]
    • Moved the health and ammo to inside of the lobby to make holding the cliff sightly less powerful and the health more accessible for defenders
    [​IMG]
    • Rehauled the useless room to have a dropdown to the connector between spawn and the cliff. It has a sight to the window looking outdoors and should allow for some interesting plays
    • Window now has glass to prevent a sightline being abused
    [​IMG]
    • Added health and ammo to the spawns sliding door
    • This should make the spawn room more appealing as a defense location
    [​IMG]
    • ???
    [​IMG]

    Read the rest of this update entry...
     
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  11. Zed

    aa Zed Certified Most Crunk™

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    Very attractive map with a very attractive man
     
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  12. Diva Dan

    aa Diva Dan hello!

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    • Added cover around both capture zones
    • Added some themed textures to each side
    [​IMG]
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    • Added misc. props to each lobby
    • Raised the roof above the window overlooking each cliff
    • Fixed clipping around some of the doorways a little more
    [​IMG]
    • Made it easier to jump over each side's railings in the window room
    [​IMG]
    • Removed the z-fighting window props (fiiiiiiine)
    [​IMG]
    • New light props courtesy of Tumbolisu
    Now I'm going to respond to some feedback I got from the site.

    • "teams should own their own point when they game starts"
    Originally the map had this idea, but I disagree with this decision for several reasons. Having each point start uncapped makes each team split up into two sides, most of the time. It gives choice between players to either hold more defensively and capture, or blitzkrieg the other team before they cap their own. It's like a rock paper scissors game and hopefully the map reflects that in the best way possible.
    • "capping is too soon"
    I decided not to change the cap times in this version because I think that while they may be a little long, it makes the beginning of the game last much longer so players can make more decisions before they die and have to sit out. Generally it makes it feel like you're playing the map for longer, which is nice in arena.

    That's about it, I hope you enjoy this version of the map!

    Read the rest of this update entry...
     
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  13. YOYOYO

    YOYOYO L5: Dapper Member

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    When and if this map is finished, I would love to see it in-game! :)
     
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  14. KubeKing

    aa KubeKing Daniel's Same Base

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    This map came at the very end of the imp I held, so I've re-added it to VBot.

    If you need the map to be deleted... you'll have to ask staff, sorry.
     
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  15. Diva Dan

    aa Diva Dan hello!

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    • Redid some aspects of the spawnroom, including lighting
    • Sliding door has been replaced by a permanently open frame
    [​IMG]
    • Redid the cliff, making it longer
    • New detail
    [​IMG]
    • Redid the entire lobby
    • It's now longer, has the pickups adjusted, and has cover
    • The window was removed from the second story
    [​IMG]
    • Gave the medium ammo a shed for cover
    • should make for more interesting decloak spots
    • fences were adjusted to change up how the point was approached
    [​IMG]
    • New cover added between the spawn and the control point
    • Balcony is short
    • Ramps to the point are easier to access
    [​IMG]
    • Added small health near the balconies to make it more favorable for attackers while also making it attractive for defenders to jump up to
    [​IMG]

    General Changes-
    • Improved clipping
    • Changed the lighting to match koth_highpass
    • Redone detail

    Read the rest of this update entry...
     
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  16. YOYOYO

    YOYOYO L5: Dapper Member

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    this is cool, but have you updated the overview screenshots?
     
  17. Diva Dan

    aa Diva Dan hello!

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    nah, haven't updated them since i made the first post lol
     
  18. YOYOYO

    YOYOYO L5: Dapper Member

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    More Feedback! YAY!
    First of all, this sign was blue at the "red" base, and when I capped it, it stayed the same. Maybe you could make it red at the start, and make both caps change skin when capped. Small detail but whatever
    arena_staple_a40001.jpg
    arena_staple_a40002.jpg
    Next of all, I don't think I should be able to stand here:
    arena_staple_a40003.jpg
    Few more to go!
    Ok, I know this is more of a detailing-ish kinda thing, but YIKES! the displacements need a top for the jumpers
    arena_staple_a40004.jpg
    arena_staple_a40005.jpg
    I think that was the final one.
    Overall its looking good and Original!
     
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  19. Diva Dan

    aa Diva Dan hello!

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    • New 3D skybox (will obviously change)
    [​IMG]
    [​IMG]
    • Redid the bottom entrance into the lobby
    • It now connects to the enemy team's side
    • Metal placement was readjusted to compensate
    [​IMG]
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    [​IMG]
    • Removed the window and instead made it open
    • This allows for faster rollouts into the enemy territory, meeting in the lobby more often, as a jumping class or scout
    • Also adds a risky skilljump for getting into enemy spawn
    [​IMG]
    General Changes-
    • Fixed a few skins being incorrect
    • Fixed very little clipping
    • Fixed broken sliding door

    Read the rest of this update entry...
     
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  20. YOYOYO

    YOYOYO L5: Dapper Member

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    YAY! a skybox (finally) congratz on 69 downloads.
     
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