Map Spotlight: emp_arid

Discussion in 'Mapping' started by Silk, Jun 4, 2009.

  1. PreDominance

    PreDominance Member

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    Get on the topic, assholes.

    Mayama's suggestion is good.
    More I-CANDY.
     
  2. Silk

    Silk Mapper

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    Thank you

    Is definately planned. I'm not having much luck atm but sometimes one breakthrough does it all. It'll stay dry and brown/redish though.

    Tunnels leading to the corners: too much too long tunnels imo

    Flags: Well since they don't change the gameplay the worst that could happen by adding them, is adding something that is deemed useless, so i am tempted to try it. I could always have them spawn an ammo and health box like the middle flag does now. And they could be used to change class.

    But as location do you mean between the upper entrance of the ramps and its nearest pillbox ? In the northeast that's exactly where the bridge is.
     
    Last edited: Jun 8, 2009
  3. Z100000M

    Z100000M Vithered Weteran

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    you can always make flags invisible on the minimap , but you can still change the class and get ammo, and alot less noobs would just go there and camp them.
     
  4. PreDominance

    PreDominance Member

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    Nice idea. Make each of the bunker-buildings worth 2res/sec when captured. That way, scout-captures are worth it. And the map needs more res :P
     
  5. ScardyBob

    ScardyBob Member

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    Silk's right, the corners do get used a lot. They are useful chokepoints for vehicles.
     
  6. blizzerd

    blizzerd Member

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    i was thinking about a spawnpoint flag actually, but yea... whatever works
     
  7. Silk

    Silk Mapper

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    Ok i'm gonna try to lure you all into starting a constructive discussion.

    My current view:
    Yellow/Blue: That's how it is currently (AH= Ammo and Health)The center flag will no longer grant resources but will still spawn ammo and health boxes in the canyon, and from now on also on the bridge itself
    Red: The buildable area will expand so a rax + vf + radar can be built there
    White: The white areas will become capturable areas that grant no extra income, but does allow you to spawn there and change class. I'll expand the bunker area in the south so it becomes more spawn worthy.
    Green: Climbable ropes with a wooden platform in the middle and a concrete "emp_isle-like" .... thingy on top
    Black: Both resource spots will give x2 resources from now on

    Summary:
    - 2 AH's on main base entrances each
    - 4 AH's around the base corners each
    - 3 extra AH's for he who controls the middle flag
    - 7 paths for infantry to get on the other side of the canyon (2 corners, 2 ropes, 1 tunnel, 1 bridge + 1 tunnel under bridge
    - 3 paths for vehicles to get on the other side of the canyon (2 corners + tunnel under bridge)
    - Spawn close to 1 corner, on the left side for each team (so the opposite side on the map)
    - x12 resource income total

    Reasoning:
    - New spawns are as close to their corner as they are to the middle so players won't get bored when going to the corners to fight there.
    - Ropes so the guys on the hills have to watch their backs as well
    - No resources from capturable areas because it's confusing that refinery income is dependant on the amount of players and the flag income isn't
    - Double income from corner refineries because the map can use a slight increase of resources and i already reduced it a bit by removing the income of the middle flag. Also it makes the corners yet again more important
    - Middle flag spawns ammo on the bridge itself as well cause i don't want this to become too unwanted either. Controlling the bridge should be an advantage and i think having ammo and health boxes there will help that team to push back the enemy in the hills instead of being stranded on the bridge as they are now.
    - Having only 1 spawn/side and on the opposite side of the map is much more interesting to me tactic wise

    I think it's balanced this way cause:
    - NF side of the hills control the corners more than the BE hills (as it always has), but ...
    - The ropes for the NF hills are closer to the corners so more easy to access, and ...
    - The BE bridge controls the north canyon entrance more compared to the NF bunker and the south canyon entrance (as it always has)
    - The distances are pretty equal to eachother

    [​IMG]
     
    Last edited: Jun 9, 2009
  8. PreDominance

    PreDominance Member

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    Add some more to the BE bunker. NF has a whole bridge.

    Also, how many2cap? 1 for NF 3 for BE?
     
  9. Silk

    Silk Mapper

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    If i'd do it like this i would certainly do something about the bunker, at least adding sidewalls against it or something.

    I think 2 required for both teams would be pretty fair actually. The NF bunker is right on the path to the corner, while in order to capture the BE bridge you need to climb all the way up giving NF a chance to get to that corner first. So all in all i think it would be balanced out. It's also less confusing if both spawns require the same amount of people.

    Or have you seen some other flaw with it? You can assume the South Bunker area is more worthy to spawn in.
     
  10. PreDominance

    PreDominance Member

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    Just wondering...you know...rush-capture the flag with scout...heheheeheh.
     
  11. Blight

    Blight Member

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    It seems like Silk is planning to place Albert Hein supermarkets everywhere :p
     
  12. Silk

    Silk Mapper

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    If you make them first ... sure
     
  13. Silk

    Silk Mapper

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    I've finally made some progress:
    - The middle bridge, the smaller bridges and the bunkers have more (detailed) textures
    - Center flag now also spawns ammo and health (for the team who captures it) on the bridge, so not only in the canyon tunnel entrances anymore
    - Center flag gives no more resources, canyon corner refineries give double resources
    - I've increased the northeast canyon so a base can be build there
    - I've added climbable ropes in the canyon (for the locations see the image on page 5)
    - I've (nearly completely) fixed the dark shadow on cliffs at the 3d skybox edges
    - Something else but i've forgotten what, and i'm at work so i can't check my todo list.

    Having problems with:
    - Making a new rocktexture
    - Making a new groundtexture
    - Finding a way to make the southwest bunker bigger (to spawn in) that doesn't look out of place (must follow the abstract arena build style of arid constructions)
     
  14. Silk

    Silk Mapper

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    I realize this question is a bit late, but how did you make that water effect?
    Not just hue and saturation is it?
     
  15. -Mayama-

    -Mayama- MANLY MAN BITCH

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    Hue, saturation, blend asf. and a layer that has a radial gradient from
    white to black that is multiplied with the water to simulate the deep areas
    of the water.
     
  16. Trickster

    Trickster Retired Developer

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    I'd have just coloured in blue in paint. Same message.
     
  17. Silk

    Silk Mapper

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    But his way looks very good ^^
     
  18. -Mayama-

    -Mayama- MANLY MAN BITCH

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    I forgot to say that I usually change the water texture to a
    neon colored texture (only a color no detail) and fast compile it
    to see where the water actually is on the map.
     
  19. Silk

    Silk Mapper

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    Update:

    To do emp_arid:
    - Ammo in middle as well (flag) - DONE
    - Make north canyon bigger - DONE
    - No more income from flags - DONE
    - Double income from corner refineries - DONE
    - 4 x ropes - DONE
    - Expand south bunker area - DONE
    - New rock texture - DONE
    - New ground texture - DONE
    - New 2nd ground texture - DONE
    - New 3rd ground texture - DONE
    - Make 3d skybox align properly - DONE
    - Improvements to terrain - DONE
    - Texture improvements to buildings - DONE
    - Signs for tunnel entrances - NOT LONGER PLANNED (since the new textures they're more obvious already)
    - 2 x spawns - DONE
    - Check the nodraw and nobuild brushes for sticking out - DONE
    - Check all props for hovering - DONE
    - Check all refineries to see if they can be placed - DONE
    - Check all displacements for holes ==> sew - DONE
    - Check respawning of ammoboxes - DONE
    - Check comm building on hills and constructions - DONE
    - Check if none of the tunnel holes are sewn together - DONE
    - New minimap - DONE
    - Compile - DONE
    - Build cubemaps - DONE
    - Collect all necessary files - DONE
    - Test - DONE
    - Release

    Edit:
    Changed some dutch words to english, i hope i've got them all now
     
    Last edited: Aug 18, 2009
  20. -Mayama-

    -Mayama- MANLY MAN BITCH

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    please make the cliff textures a bit darker so the map has not only one color :(
     

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