|
|
Rank: Administration

Groups: Administration, Newsie, Registered User, Server Admin
Joined: 11/6/2007 Posts: 984 Points: 759
|
It's the one-week anniversary of Penguinlan and just a bit more than a week since Arena Dust went live. I've appreciated all the feedback greatly, and I've tried to apply it as best as possible. I'm doing the final render on what's essentially Version 1.1, and it should be live on Tempest #4 before I go to bed tonight.
Major changes include:
- Slanted rooftops with more TF2-esque feel to them
- Rebalancing of some healthkits and ammopacks in the level
- New skybox! No more dreary overcast sky!
- Adjusted the light levels a bit, retaining some of the bloom and white hot sun, but not quite as blindingly so
- Drop the light level in the underground passage, making it easier for people to camp and/or sneak by (Spies and Pyros rejoice)
- Wall beams in the center building no longer halt player movement
- New props add personality, including barrels, mops, fire extinguishers, sawhorses, horseshoes, pipes, klaxons, water pumps and security cameras
- Texture fixes and little bugs all over the place
Some people have expressed concern that the map is inherently unbalanced in favor of the Red team, since the CS game was designed to let the Counterterrorists arrive at the cap point first. I think the flaw with this thinking is that the cap point in an Arena map doesn't become active for 60 seconds, and from my experience everyone on one side is killed far more often than a win by cap. If we frequently observed the Red team arriving at the cap point, setting up defenses and winning by an entrenched cap, that'd be one thing, but otherwise I don't think it makes a big difference where players encounter one another, what with all the different paths either side can take.
That said, I totally want all the feedback I can get! I'd like to convert this to a Payload map down the road, and that WILL require some major balance considerations, so I want to get everything as close to perfect on the Arena version before I begin the conversion.
So please check out the map if you haven't already, and even if you have, it's got a couple new tweaks. I leave you with a look-see of some screenshots of new and tweakified stuff (all the pics here are new).
EDIT: I started poking around de_dust2 as a potential second stage to the Payload map and stumbled on something I completely forgot for arena_dust. So I killed the compiling and added it, so these screenshots are even a tad out of date. It should look really cool though. Now compiling and going to bed. Map will be updated when I get up tomorrow.
HolyJaw wrote:In the end, everything Endyss said.
|
|
|
Rank: Taco Technician

Groups: Registered User, {pDs} Member
Joined: 5/9/2006 Posts: 3,926 Points: 3,570 Location: Hi-Five City
|
endyss wrote:
- Wall beams in the center building no longer halt player movement
Woot!
|
|
|
Rank: Polio Power!

Groups: {pDs} Member, Registered User, WDFNews.com Official Mapper
Joined: 5/10/2006 Posts: 666 Points: 54 Location: Mapping hell
|
move this to the mapping forum plz Yes its time again to Play WTF did Murdy Just type Robot Hell is real and i cant spell yes im dyslexic WDF? wrote:lol fuck you, Murdy. BadHorsie wrote: I love it!
|
|
|
Rank: Administration

Groups: Administration, Newsie, Registered User, Server Admin
Joined: 11/6/2007 Posts: 984 Points: 759
|
I never knew we had a mapping forum!! (I also object to moving it because then it'll never get read, and I'd argue it's as TF2-related as it is mapping-related, and it's a call out for feedback from the non-mapping ppl) HolyJaw wrote:In the end, everything Endyss said.
|
|
|
Rank: Administration

Groups: Administration, Newsie, Registered User, Server Admin
Joined: 11/6/2007 Posts: 984 Points: 759
|
Arena Dust 1.1 now live on Tempest #4! Why don't you blokes like Arena Mode?? HolyJaw wrote:In the end, everything Endyss said.
|
|
|
Rank: Fecal Impaction For the Win!

Groups: Registered User, Server Admin
Joined: 12/22/2007 Posts: 385 Points: 294 Location: Flint, Michigan
|
I thought CT was blue team
Oh and you need to add on something special at the end or else no one can download it if they have the old version.
|
|
|
Rank: Fecal Impaction For the Win!

Groups: Registered User, Server Admin
Joined: 1/13/2008 Posts: 1,509 Points: 2,004
|
Saber (Wu) wrote:I thought CT was blue team
Oh and you need to add on something special at the end or else no one can download it if they have the old version.
nope. Terrorists started down in that pit. Dont you remember being awped by ct's trying to come through that tunnel that runs under the lvl? Quote:
"Who the fuck is Leon Switch and why does he know we have a dog?" - Mrs. Giller
|
|
|
Rank: Polio Power!

Groups: {pDs} Member, Registered User, WDFNews.com Official Mapper
Joined: 5/10/2006 Posts: 666 Points: 54 Location: Mapping hell
|
in a map and shound be file under map or can we not have any order and it gets over looked and go by the way side.
if your map is takeing to long complieing say over 2 hours we have to talk about Optimization
Yes its time again to Play WTF did Murdy Just type Robot Hell is real and i cant spell yes im dyslexic WDF? wrote:lol fuck you, Murdy. BadHorsie wrote: I love it!
|
|
|
Rank: Administration

Groups: Administration, Newsie, Registered User, Server Admin
Joined: 11/6/2007 Posts: 984 Points: 759
|
Saber (Wu) wrote:
Oh and you need to add on something special at the end or else no one can download it if they have the old version.
Are you sure about that? I thought I checked it and it re-downloaded the map fine. Murdy wrote:
in a map and shound be file under map or can we not have any order and it gets over looked and go by the way side.
if your map is takeing to long complieing say over 2 hours we have to talk about Optimization
Well, I didn't know we even had a Mapping forum, for one. But also, since few people go there, how are we as mappers supposed to get the word out about a new map unless we mention it in the appropriate game forum? And yeah, we might have to talk about optimization sometime. HolyJaw wrote:In the end, everything Endyss said.
|
|
|
Rank: Administration

Groups: Administration, Newsie, Registered User, Server Admin
Joined: 11/6/2007 Posts: 984 Points: 759
|
BTW! Yes, I'm trying to see if there is a solution to force redownload, but in the meantime... You have to delete the local version of the map in your Steam\steamapps\[%username%]\team fortress 2\tf\maps dir!!
That's arena_dust.bsp, for those not paying attention. HolyJaw wrote:In the end, everything Endyss said.
|
|
|
Rank: Administration

Groups: Administration, Newsie, Registered User, Server Admin
Joined: 11/6/2007 Posts: 984 Points: 759
|
In case you'd like to download the map and don't want to connect to the servers to do it, you can also find it here: arena_dust @ FPSBANANAPlease be sure to vote highly for it!! HolyJaw wrote:In the end, everything Endyss said.
|
|
|
Rank: The Illuminist

Groups: Administration
Joined: 5/8/2006 Posts: 8,367 Points: 2,731 Location: Seattle
|
In the future, release your beta versions as, for example: arena_dustb1, then arena_dustb2, and so on. This way people can download each version. Save arena_dust for the final version so you get the name without the numbers and shit on the end. People cannot download duplicate file names, so anyone who played the first arena_dust will get a map differentiates from the server error. So, for future references. Also, please put [REL-TF2] in your title when you release maps.  [13:58] TheSpaniard84: I have a kitty stuck to my rump [13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
|
|
|
Rank: The Illuminist

Groups: Administration
Joined: 5/8/2006 Posts: 8,367 Points: 2,731 Location: Seattle
|
endyss wrote:In case you'd like to download the map and don't want to connect to the servers to do it, you can also find it here: arena_dust @ FPSBANANAPlease be sure to vote highly for it!! Also, feel free to plug tempest 4 as having it in rotation if anyone wants to try it out.  [13:58] TheSpaniard84: I have a kitty stuck to my rump [13:58] WhuTdufK: I suppose that's better than what's normally stuck to your rump.
|
|
|
Rank: Administration

Groups: {pDs} Member, Registered User, Server Admin, Administration
Joined: 3/27/2008 Posts: 1,595 Points: 2,726 Location: Arizona
|
I'm with Endyss on the placement of the thread. It's all well and good to talk about mapping in the mapping forum, but when we're talking about something that affects the Tempest servers, it affects a greater number of people than would look in the mapping forum. Think of it this way... if we were to adopt a popular map that was made by someone far far away from our community, would notice of that being put on the Tempests be put in the Tempest forum or the mapping forum? It's the difference between working on a map and releasing a map into rotation.
|
|
|
| Users browsing this topic |
|
Guest
|