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 Post subject: Arena production
PostPosted: Sun Oct 25, 2009 10:14 pm 
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Hi,

here is the tf2maps.net thread from it, which will contain the latest version:

http://forums.tf2maps.net/showthread.php?ltr=P&t=9666




I'd like to have some more feedback from the playtest today. Layout is mostly done I guess, maybe some adjusting of health/ammo.

What I am thinking about:
-big ammo pack on the pipe in the middle
or: - only 1 small/medium healthpack that is there then
-a bit more ammo accross the map (the sentry spot at the top entrance where you built was suggested. it is a good sentry spot already, do I want to strengthen it? currently I don't think so)

To help you with feedback (read: me getting more), I give you a from you can fill out:

BALANCE:
You don't have to fill out all the classes, just the ones you can give insight on. A reason why you think themap is good/bad for class x would be great too.

1-5, where 3 would be balanced

Scout x/5
Soldier x/5
Pyro x/5
Demo x/5
Heavy x/5
Engi x/5
Medic x/5
Sniper x/5
Spy x/5


LAYOUT:
Answer the following:
Are there any spots that are too strong tactically?
Are there any spots/areas that are useless?
Are the resources (health/ammo) distributed nicely throughout the level?
Are some routes too long (absolute and in comparison with other routes)? Are there too many/too few routes from/to a certain point?


DESGIN:
Any mistakes in brushwork/prop placement? Flying models, brushs that stand out where they should not, shadows not matching and so on.
Any areas that feel bland, which need more detail?

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 Post subject: Re: Arena production
PostPosted: Sun Oct 25, 2009 11:12 pm 
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Let's see, my thoughts on the map:

Scout 5/5 - It is an arena map, it is quite big with many routes and high maneuverability.
Soldier 3/5 - Soldiers can camp on top and vertical combat is usualy good for them. Other than that, long distances and open space in the middle aren't that favorable. I'd give it 4 or 5, just because it is the soldier class, but thats the game fault, not mine.
Pyro 3/5 - Should be weak on open maps, but the complexity and the length of the way to the health help them
Demoman 2-3/5 - I don't really know, we don't have a good demoman and I haven't seen one play this. Because everything can be reached through 2-3 routes, sticky camp is not really that effective though, I guess I go for 2.
Heavy 2/5 - Not really a heavy map, long distances, a good amount of open space. It isn't horrible for heavies, but it isn't good either.
Engineer 2/5 - There are decent sentry spots, but no really overpowered ones. And for every spot you can be easily attacked, and there isn't that much ammo in reach, since it is spread. You have to stick to the team or hope no one comes by at the start to get a sentry in a decent position.
Medic - 3/5, largely map independent anyway. They are attack/flankable here, but they aren't super vulnerable either.
Sniper - 3/5, you can snipe on long distances, but are in danger of getting killed everywhere. Surely strong with others holding his back, but that is teamplay :)
Spy - 3/5, the amount of metal makes them weaker, but they can drop from above and have a lot of places to hide, it's fair for spies I'd guess

Layout:
One thing I am thinking of reworking, and that are the two ramps on the side (the ones that are right of the spawn and connect the rooms on the low ground with the high ground.
The way it currently works, the fighting starts right at the top entrance (the one on top of the stairs outside). I'd like to move it into the two rooms. So what I think of doing is making that ramp into a kind of spiral staircase or something like that, which leads to the other side of the high ground (where there currently is that railing, whcih doesnt connect to the wall :P ).
This would reduce the entrances to that room up there to the one from the outside, and the on from the inside. As the match progresses, that route up there becomes less used/usefull anyway, so this change focusses on the start of the match.


Design:
Blue side had some problems with the geometry at the stairs (fixed)
floating container (fixed)
Cable still red
Pipe inside lighting still inconsistent

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 Post subject: Re: Arena production
PostPosted: Mon Jun 21, 2010 12:56 am 
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I am thinking of completely revising the map. If anyone still remembers the versions with the outside, I will bring that back, decrease the size of the inside, greatly decrease the height of those top rooms and redesign the cp in a way that should keep the idea, but makes it better :P. Haven't really thought anything through yet, I will finish on my other map first anyway.

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 Post subject: Re: Arena production
PostPosted: Tue Jul 13, 2010 12:59 am 
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Updated it, needs playtest.

http://dl.dropbox.com/u/2361111/arena_p ... on_b11.zip


Screenshots:
Image
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Image

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 Post subject: Re: Arena production
PostPosted: Tue Jul 13, 2010 7:35 am 
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tbh, from the screenshot, the interior looks pretty messed up with all the wooden planks and such. There are too many possibilities to get up, take granary for example, there are only two ways to get up on the crates, and that's by rocketjumping or using the stairs

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The following user would like to thank Gachl for this post
Brown Noise, h3r1n6, hafficool, Hamster Master, Reload

 Post subject: Re: Arena production
PostPosted: Tue Jul 13, 2010 1:40 pm 
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Reload said the same, but it was pretty much worse for the old versions.

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