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arena_starship - CaffeinePowered - 08-19-2008

Basically chop up starship so its the center point only


Re: arena_starship - CaffeinePowered - 08-19-2008

SDK hasn't been updated with the proper entities yet Sad


Re: arena_starship - CaffeinePowered - 08-19-2008

nm, fuck valve's couch, I ripped the entities out of a decompile of lumberyard


Re: arena_starship - KarthXLR - 08-19-2008

Custom Arena.

No offense caff, but lets see how fast this fails. :3

IMO it just hasn't been out long enough to start mapping.

Maybe wait a few weeks.


Re: arena_starship - CaffeinePowered - 08-20-2008

(08-19-2008, 11:50 PM)The Grand Pope of Karthology link Wrote: Custom Arena.

No offense caff, but lets see how fast this fails. :3

IMO it just hasn't been out long enough to start mapping.

Maybe wait a few weeks.

#1 - There were custom TF2 maps, before TF2 was released (Fun Fact)

#2 - This requires minimal editing by me, in fact, Ive already trimmed down the layout

#3 - All it needs is entities, I could probably do this in an hour or two since i ripped them out of lumberyard already


Re: arena_starship - Geoff - 08-20-2008

I'm not sure how well the middle point would make for an arena map, but why not.


Re: arena_starship - Ianki - 08-20-2008

i'm not sure about just the middle point, but maybe you can trim the sides down and just leave spawns, proceeding rooms, and middle point.  There should be room to spread out a little tho otherwise it's just cram into one area and wait for stickies to wipe out entire teams


Re: arena_starship - CaffeinePowered - 08-20-2008

(08-20-2008, 12:17 AM)Ianki link Wrote: i'm not sure about just the middle point, but maybe you can trim the sides down and just leave spawns, proceeding rooms, and middle point.  There should be room to spread out a little tho otherwise it's just cram into one area and wait for stickies to wipe out entire teams

I was thinking side paths where the bridge and engine used to be, give teams a flanking option. Again, also not a lot of work


Re: arena_starship - copulatingduck - 08-20-2008

Go for it. The more arena maps the better.  Smile


Re: arena_starship - [fr31ns]Karrde - 08-20-2008

CP and AR starship?  Sounds good to me.  But then again, I'm a $2 ho for that map Tongue


Re: arena_starship - at0m - 08-20-2008

Don't completely repurpose it, because too many people like it as a CP map. Release both at the same time 0_o


Re: arena_starship - CaffeinePowered - 08-20-2008

(08-20-2008, 07:34 AM)at0m link Wrote: Don't completely repurpose it, because too many people like it as a CP map. Release both at the same time 0_o

I am going to release both, this would just be a different version, maybe the CP version is too HUGE, but if I can make it just the center point, it might get a lot more play


Re: arena_starship - JoKeRRRRRRRRRRRRRRRRRRRRR - 08-20-2008

I don't see how this could possibly fail. The center point in starship caters to every class in the game. It is large, but still very simple. With simplicity comes depth.
(08-20-2008, 12:23 AM)CaffeinePowered link Wrote: I was thinking side paths where the bridge and engine used to be, give teams a flanking option. Again, also not a lot of work
Not needed imo. I suggest making a third entrance from the spawn as a water entrance that goes underground and up into that small cubicle where the health pack used to be (I assume you're taking that out). Kind of like Arena Well.


Re: arena_starship - Dave - 08-20-2008

total badass until i crashed.


Re: arena_starship - Riosan - 08-20-2008

I liked it, it fit well, except for the obvious texture problem and the useless tele spot in spawn. :p

I crashed when I tried to change classes. D:


Re: arena_starship - Deathkiller - 08-20-2008

I think this is a very good idea.

I've also been optimizing my old ctf_letdown map so it can function as an arena map (the fact that there is a room with moving platforms makes for some fun action). I'm not 100% sure where to put the control point, however. I'm thinking that I will probably put it between the two bases on the surface, but this might not encourage players to use the central room at all. That would suck. So I might re-work the method of getting to the surface so that players might be forced to take the main room (then again that would limit the players to only have 2 potential exits instead of 3. Oh wait I know. I could add a ramp into the back room which was once used to invade the enemy's flag room. In it's place we'll have players using it to reach the surface.

Anyway, if anyone's interested in optimizing letdown feel free to let me know because it needs at least one working area portal, but I can't ever seem to get the thing to work T_T;


Re: arena_starship - at0m - 08-20-2008

(08-20-2008, 09:52 AM)CaffeinePowered link Wrote: [quote author=at0m link=topic=1211.msg32186#msg32186 date=1219235699]
Don't completely repurpose it, because too many people like it as a CP map. Release both at the same time 0_o

I am going to release both, this would just be a different version, maybe the CP version is too HUGE, but if I can make it just the center point, it might get a lot more play
[/quote]Ya, thats basically what I meant. Don't drop the one project in favor of the other, that'd make me sad panda. As much as I'm not a fan of it, its a pretty map and a lot of other (more advanced) players enjoy it.


Re: arena_starship - BoBoTheBum - 08-20-2008

arena_starshipgarbagedisposal

After 60 seconds the door opens briefly, allowing players to escape. Then the walls come in...


Re: arena_starship - Surf314 - 08-20-2008

(08-20-2008, 12:57 PM)BoBoTheBum link Wrote: arena_starshipgarbagedisposal

After 60 seconds the door opens briefly, allowing players to escape. Then the walls come in...

This


Re: arena_starship - CaffeinePowered - 08-20-2008

http://www.fpsbanana.com/maptypes/3672 - Beta 2, download and leave assessments if you can Smile