[Map] Future Arena {final realease}

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Mon Oct 26, 2009 3:14 pm

  • So... here it is. the final version of Future Arena.

    Image

    Download here!
    Last edited by Kay on Mon Oct 26, 2009 5:12 pm, edited 1 time in total.
    Kay
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Mon Oct 26, 2009 4:06 pm

  • I like the style of the map,
    It is just too small though :-)

    Looking forward to your future maps.

    Hey, you should jump in IRC when you get a chance.
    #nexuiz.editing on irc.quakenet.org
    Dokujisan
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Mon Oct 26, 2009 5:13 pm

  • Thanks, why is it too small i made it for 1on1 or 2on2 :D

    ok ill take a look
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    Kay
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Mon Oct 26, 2009 10:37 pm

  • I like this clean-futuristic feeling of the map.
    My notes:
    - Texture aligning problems on patches, check out their edges ;)
    - For 1on1 it has right size (the corridors are really squeezed and narrow however) but im afraid it doesnt provide enough tactical possibilities.
    - Also, if it really is a 1on1 map, its cruscial to make different pickup sound on the items and powerups/health/armors, that can reveal the current position of the opponent. Check out campgrounds and start picking up the items and powerups, you will see that each have different sound and delay between pickup.
    - The jumppad area should be a little bigger, since it will be a VERY important and populated point in DM.
    - That mega placed deeper, allowing trickjumps to the higher level is pretty familiar :P What I noticed that you can rampjump to the window, but you cant enter it: it would be pretty good for the non-linearity of the map if players could fit through it.
    - I might be only my concept, but for 1on1 map its not really good idea to put ammo boxes right near the weapons, so technically players pick weapons with unlimited ammo. Ammo box control should be an important part of every 1on1 map.
    - Quad placed on jumppad? Hmm, maybe good idea for some guys, for me its pretty strange.
    - No bump maps on da textures :P
    - Some nice looking skydome would rock ;)


    Could be a good few-playered DM map however.
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    FraNcoTirAdoR
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Tue Oct 27, 2009 8:13 am

  • Ill work on everything. but....
    It sure has bump maps, turn off gloss and shoot on the textures. :P
    If you make a skydome would rock even better, i dont know how :twisted:
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    Kay
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Wed Oct 28, 2009 2:03 pm

  • Ok.... its done, i did everything what FraNco asked.

    and it worked, the game play is 10x better.

    - I replaced the quad for a large health pack
    - Texture aligning is done
    - More things to trickjump on.
    - the jump pad is 2x bigger but not too big ;)
    - You can rampjump in to the wall window, its also changed
    - added some more eyecandy
    - Much better item ballance, also weapons

    so... if some one wants to test it, that would help, then i know what also needs to be changed.


    Image

    get it here

    If you test it try 1on1 with a pro bot, and try 2on2 tdm
    [img]http://pisarowitz.com/kay/sig.png[/img]
    Kay
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Wed Oct 28, 2009 10:11 pm

  • nice, this second version feels to be much more playable ;) I like that the map is not flooded with ammo, and also with being able to walk through windows it feels less linear. Nice work!
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    FraNcoTirAdoR
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