Heavy Arena

Community reviews of maps (both official and user-made).

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What do you think of this map?

Good, especially the gameplay.
0
No votes
Good, especially the item placement.
0
No votes
Good, especially the design.
5
71%
Bad, especially the gameplay.
2
29%
Bad, especially the item placement.
0
No votes
Bad, especially the design.
0
No votes
 
Total votes : 7

Heavy Arena

Postby MirceaKitsune » Wed Feb 04, 2009 12:06 am

After a month of work I finally managed to finish my second map for Nexuiz called Heavy Arena. This map is something I was inspired to make from a series of UT maps (Fractal and Moribas) which were a nice style that I wanted to see in Nexuiz as well. These two UT maps were mostly a round arena with two floors, two side hallways and most weapons were rocket-based guns. I made something like that for Nexuiz though of course it's not a port of either. In this case I only made two rooms on the bottom level which instead of elevators at the end have teleporters from one to the other and there is also a trap door in the center above which lies a shield powerup.

There are only three weapons in this map: The Electro, the Mortar and the Rocket Launcher. In arrangement it is somehow similar to a round Roman arena having a large combat space and two retreat areas, and its main feature is rocket shots and combos from different heights. Although the map is not perfect I did my best to optimize everything I could and add as many details as possible (including the new pointparticles system, you need to have the SVN version of the game until 2.5.0 to see them).

I initially made this map with the intention of proposing it into the game officially if everyone believes it is high quality enough. Some screenshots and download location below. Enjoy :)

Image Image Image

Download link (V1.1)
Last edited by MirceaKitsune on Wed Feb 04, 2009 3:19 pm, edited 1 time in total.
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Postby tundramagi » Wed Feb 04, 2009 2:11 am

I just played it, very cool. Very UTish

Only "bug" is the central trap door, it goes so far it goes into the glass, I suggest using a func_door_rotating (by RoKen) there: you can have is swing down and away.

Other thoughts... since this is a lavaish map maybe add more orange lights and make is abit more orangy. Orange + the blue-white lights you have around would make it very unique.

Nexuiz has no or few orange maps.
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Postby Grasshopper » Wed Feb 04, 2009 10:05 am

i love it . i had to stop for a second on the steam pipes . nice touch there .
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Postby divVerent » Wed Feb 04, 2009 10:42 am

Needs a Redeemer in the middle :P
1. Open Notepad
2. Paste: ÿþMSMSMS
3. Save
4. Open the file in Notepad again

You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Postby MirceaKitsune » Wed Feb 04, 2009 3:34 pm

For the time being I made an update to fix some important issues I missed when releasing the first version (if you downloaded my map and intend to keep it I highly recommend this update as the previous one had BSP issues). Check the link in the first post again. Changes include:

- Fixed BSP issue at the top where the spinning fan is located. Any projectiles thrown there disappeared before reaching the sky and the sky sometimes flickered from some angles because of unarranged brushes.

- Fixed collision issue at 2nd floor where the player could get trapped past the round wall in certain spots.

- Set death trigger in lava pit a bit lower, the player was blown apart too early when falling in.

- Slightly shrunk the coronas above the jumppads as they were a bit too strong.

- Fixed some small info in the .mapinfo file.

There should be no more geometry issues by now and the map should be playable without any problems :D
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Postby Urmel » Wed Feb 04, 2009 7:07 pm

I'm not sure if I may have missed something very important in this map or whatever. I'm not really excited about it and don't think that playing on that map would be exordinarily funny. Sorry... :(
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Postby Ronan » Wed Feb 04, 2009 10:11 pm

Well it's an arena kind of map, for sure not suitable for 1on1, but more for some spammy and short free for all action. Should also work in minsta.
Otherwise the map look nice, very clean brushwork, many details, good design job. The only negative aspects are the ugly jumppad textures, that don't fit the theme imo. Also adding 2 or 3 realtime lights (with r_editlights) would have been cool.
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Postby tZork » Thu Feb 05, 2009 7:12 am

A nice coherent theme, visually very good. Cant say much abt game play until I tried it with some humans.

Technical:
Must have taken ages to vis. threes not a single detail brush anywhere :)
Rather hmm.. way of creating the circles in the centre :P
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Postby MirceaKitsune » Thu Feb 05, 2009 4:15 pm

tZork wrote:Technical:
Must have taken ages to vis. threes not a single detail brush anywhere :)
Rather hmm.. way of creating the circles in the centre :P


Thanks all. I have to say this is my second Nexuiz (or Quake / Radiant-made) map so I'm not sure how some of these things work. I had to use a fast vis because building the vis does indeed take about 2 hours. I thought hinting is the only thing you need to do for the vis... I'm curious what detail brushes do though that's probably too much of a newbish question to ask here :)
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Postby cortez » Thu Feb 05, 2009 5:06 pm

Urmel wrote:I'm not sure if I may have missed something very important in this map or whatever. I'm not really excited about it and don't think that playing on that map would be exordinarily funny. Sorry... :(


same here
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