Re: [map] Small arena
Posted by Orpheus on Sat Jan 1st at 1:00pm 2011
(these comments are based entirely on your screen)
There is a place for small maps, but tiny ones like this are hard to pull off because you tend to have shitloads of spawn kills. If you're gonna make a box to play in like this, try creating several of them of differing styles and connecting them together. You might have to address an r_speed issue but we can help you with that when the time comes.
Also, try not to use textures meant for another purpose in odd ways. IE, use fencing instead of grating for screen/barriers.
Try a few ramps as opposed to a shitload of ladders. Ladders take time to negotiate and a small map HAS NO TIME. Fast lifts work equally well. At the very least, shield the ladders for protection.
Work on your lighting a bit while you're at it. It looks almost fullbright in there.
Anywho's, begin with these things and post an update.

Orpheus
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Re: [map] Small arena
Posted by Orpheus on Sun Jan 2nd at 1:47pm 2011
*sighs at 1.3 megs screenshot*
Looks good bud.

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Re: [map] Small arena
Posted by Condus Mundus on Sun Jan 2nd at 7:32pm 2011
Looks fairly well built, will have to give a spin in a bit.
EDIT: I finally got around to playing this, so here is my review.
Okay, so I loaded this map up and the first thing that hit me was "Wow, this map is kinda small." I don't know why, but this map feels cramped at the best of times. So I fired it up with my friend later and we jumped around in it for 9-10 mins and found a few quirks.
First, the super-electro-killing-button is very easy to trigger, even by accident. Also, the zapping sound when the machine is activated only plays every other time it gets activated.
Secondly, most of the time, even with only 2 people, the gameplay begins to feel like spawn camping. I realize that any map could in a way be said to be glorified spawn camping, but this map was just a tad too small.
The only other thing was that the rusty stair/ladder things feel rather jarring when you have to walk up them.
Now for some positive things.
First off I would like to say that I couldn't find a single problem in the texture application (although maybe some selections were a bit strange) nor could I find any issues with the architecture.
The layout did allow for minor strategic gameplay and although AR-grenades were a pain in this map, most of the obstacles lent themselves well to blocking bullets and rpg rockets.
I also think that for a small deathmatch map the weapons were balanced well (with the exception of the AR-grenades).
An all around well built and structured map.

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