arena_medieval_b1

Author: Original
File Size: 3.9 MB
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 Blu and Red are fighting over control of a medieval castle.


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arena_medieval_b1

#  Dec 17, 2008 at 12:56 PM
Join Date:
Jun 27, 2008
Post Count:
17
 
Sgt Frag 86126
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 This is Beta 1.

 I have a bit of work to do aligning textures, adjusting lighting, finishing the skybox and adding general details around the map including sound.

 Everything works technically and other than the moat not being 'closed' at the ends there isn't too much that detracts from the completed feeling imo.

 I'd love to hear comments on it, visually but more importantly on the layout. I tried to include something for everyone. Double jumps, rocket/sticky jumps, Sentry loacations, tight corridors, water and ammo, places to hide, etc...

 Hopefully the lack of TF2 styling won't detract from the map too much. I didn't include any red/blu base stuff as it would be odd to have them both occupying one castle.

 I'm also thinking I could quite easily turn this into a ctf map so if anyone has comments on that they'd be welcome.

 Thanks.
#  Dec 17, 2008 at 2:00 PM
Join Date:
May 17, 2008
Post Count:
1110
 
Lampard 84970
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Specialty: Soldier
Steam ID: Dodongo
 
Downloading it now, ill post with a comment later when I try it out.
#  Dec 21, 2008 at 12:18 PM
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Jun 29, 2008
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oofy15354 86204
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Specialty: Sniper
Steam ID: oofy15354
 
ill check it out. making it a ctf would be great though cause i hate arena
#  Dec 21, 2008 at 2:05 PM
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Sgt Frag 86126
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Right on, thanks guys.

 I really think it might become a ctf too once this is polished. Hell, it would be easy enough and I like ctf. The intel would probably be in the top/back room (throne room), I'd have to add spawn rooms and a sewer passage.

Maybe the sewer passage would split and go into the front towers from under the bridge, (maybe only one tower?). Might have to block off some passages a bit? Maybe even put a room up above the throne room for the intel. If you have any ideas to what should be changed for better ctf action I'm all ears.
#  Dec 21, 2008 at 3:37 PM
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Jun 29, 2008
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oofy15354 86204
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Specialty: Sniper
Steam ID: oofy15354
 
is it possible to make it a ctf now then look for the adjustments?
in the current arena mode, I can't test it alone so I have to find someone who will check it out with me which is proving to be a problem
#  Dec 21, 2008 at 5:34 PM
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Jun 27, 2008
Post Count:
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Sgt Frag 86126
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Arghh, just deleted my whole post....

---------
I might make a quick hacked ctf vers after x-mas, I'll be out of town until then.

But to test is easy enough:
 (I appologize if you know this, just trying to be thorough)

put map in
steam/steamapps/user name/teamfortress2/tf/maps
start tf2
in menu choose
create server
pick arena_medieval_b1
the server will start
bring down console (~ key) -enable it in options if it doesn't come down
type
bot
that'll add one bot for the other team so the round will start
if you kill it or cap the point a  new round will start

You can also type
 cl_showfps 1
and it'll give you framerate in top right corner

If you want someone else to play you have to start a dedicated server from Steam/tools/dedicated tf2 server and choose internet or lan. Then the map has to be in steam/steamapps/username/2007 dedicated server/tf/maps
#  Dec 22, 2008 at 10:10 AM
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Jun 27, 2008
Post Count:
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Sgt Frag 86126
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Thanks to the guys who stopped by last night for some playtesting.

I wanted the castle to seem 'large and majestic' but was feeling like it might've been a little too large. Mainly the perspective on the staircases.
Then after seeing other players being dwarfed by the size of the map (most notebly the wood platforms in the trench) I just felt like I had made the scale too large.
So before I crashed last night I scaled it down 25%, compiled and went in game. Thankfully everything is still on the grid so there were no issues, other than my light radius' being too large now.
It still feels large but I think it's now more suited to arena. There are alot of potential hiding spots so I think getting around quicker will help gameplay.

Before it took 15 seconds as scout to go from one spawn to the other, now its at about 12 seconds. The official maps range from 12-15 seconds, most are closer to 12.

The doorways might be a little hard for spies to slip through while another player is around, but there are alot of corners for them to hide behind too.

Scaling down also made it easier for all classes to climb the walls out front and it allows the scouts to double jump up through the broken wall by spawn.
-------------

Other than that I have added porticulus' to the double archway in front of cap and the 2 doorways behind the cap. They open at the 60 second mark like the cap point.
I think this will also help with arena gameplay as it will limit paths a bit and make players confront each other sooner rather than have too many paths and run around looking for other players.
The cap area can still be reached at anytime by dropping in from above or using the staircases on either side.

I also added metal grates in the windows above the cap stairways, they can be shot through, but not jumped through now.

Also lowered the tops of walls around cap point so they can be jumped on/over easier. (Then a scaled down so I might raise them a bit again

b2 should be out a few days after X-mas

Copyright 2007-2008 All Rights Reserved

Team Fortress 2


2 Guys 1 Kill: {TF2F} FlyingPenguin - (102 kill assists)
Captures Blocked: Nimbli Bimbli - (26 captures blocked)
Dominator: {TF2F} Bitch Nasty - (25 dominations)
Flags Captured: Corporal Clegg - (11 flags captured)
Flags Defended: MechaEdd - (12 flags defended)
Physician Assisted Homicide: {TF2F}SME®BUI©K - (271 medic kill assists)
Points Captured: {TF2F}SME®BUI©K - (30 points captured)
Revenger: Count_Flakula - (10 revenges)
Spy Power: Chro - (19 objects killed as spy)
Ubercharger: {TF2F}SME®BUI©K - (89 ubercharges)
Axe Man: {TF2F} Ninja Dude - (18 kills with fireaxe)
Axtinguished: {TF2F} BOOSH Rizzilio - (81 kills with axtinguisher)
Batter Up!: soup! - (16 kills with bat)
Biggest Prick: Sam - ClutchKill.com - (8 kills with syringegun)
Blood Sucker: {TF2F}SME®BUI©K - (30 kills with blutsauger)
Broke Backburner: {TF2F} FlyingPenguin - (223 kills with backburner)
Can You Dig It?: {TF2F}.TüRb!NE. - (3 kills with shovel)
Doctor's Certificate: Maero - (16 kills with bonesaw)
Drunken Brawler: [???] Deviruchi - (4 kills with bottle)
Epic Defender: {TF2F} Spy - (9 kills with wrench)
Fire Spitter: {TF2F}blistering - (100 kills with flamethrower)
Flare Gunner: {TF2F} FlyingPenguin - (12 kills with flare gun)
Grenade Spammer: GeneralSheep - (47 kills with pipe)
Grey Matter: STar - (168 snipings as sniper)
Hadouken Master: Xandier - (1 kills with pyro taunt)
Hot Potato: {TF2F} BOOSH Rizzilio - (4 kills with rocket deflection)
I <3 Sasha: {TF2F} Bitch Nasty - (181 kills with minigun)
Knife Maniac: {TF2F} Dartagnan - (109 knifings)
Last Resort: [Ba-El] BoC - (26 kills with smg)
Manslayer: [FRGT] Klare - (10 kills with machete)
Master Fister: Maero - (3 kills with fists)
Peashooter Marksman: Corporal Clegg - (48 kills with scout pistol)
Pickle Squad Award: [NH]Pitt - (18 pickles man handled)
Rocket Scientist: [TF2F]Lancer - (217 kills with rocket)
Scatter Shot: Corporal Clegg - (147 kills with scattergun)
Sentrygun Master: Numenor - (142 kills with sentrygun)
Spam Blocker: {TF2F} BOOSH Rizzilio - (1 kills with pipe deflection)
Spy Checker: {TF2F} Fanlaen - (5 kills with pistol)
Sticky Explosion: {TF2F}Album - (105 kills with pipe remote)
Ubersawer: Psycholord - (27 kills with ubersaw)
Stats Refreshed 6/24/2008 5:00:03 AM CST
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