Thanks for feedback :) You mean cliffs or ramps? There are no ramps, but plenty of cliffs - When player starts, he have 2 teleports going on cliffs and then 2 going down, middle teleports are corresponding in letters: A1 teleports to A2, B1 to B2, C1-C2, D1-D2, E1 is sort of a counter teleport and leads to E2. Other cliffs are painted with no pathing tool.
I used teleporters beacuse they are smaller than ramps, and in such tight spaces there could not be so much of ramps. I wanted to create arena in which there are multiple trap/cat'n'mouse/counter from behind/back'n'forth possibilities.
I'm attaching the map, in case anyone wants to check :)
thought i'd have a go at a 1v1 map since it was quite small which i thought, in some ways, was more of a challenge... and I don't really have too much free time atm :D
They should state the 8 textures that can be used. Else this whole 'project' is pretty much useless... Unless they just want too get some good ideas out of it ofcourse.
Goodluck everyone ;)
The textures are not set in stone, the only thing that is; is that Ulnar is the base terrain (man made cliffs) to get that space station feel. The textures will be based upon what arenas we select out of this competiton, and what ourselves create. We have many many arenas (perhaps about 20) so far that we have designed, but not all of them will make it into the first round of map selection for Tofu.
The only one we have set in stone is Waterforts, and even then - the texture is subject to change as to what final packs we use.
The red square sizes are guidelines :) It does not need to be exactly those sizes, but they are what we found the most fun to play on.
I have below a screenshot of Waterforts w/ Basement level.
It is based on Waterforts (the one you saw in the youtube video), but with an added basement level; whilst you are above ground, you can only see above ground, whilst below, you can only see below (Both minimap and actual screen limitations), so it is a bit risky teleporting down when you don't know what is waiting, this was designed to allow teams to have better communication with each other, and so far works really well in the tests.
We are looking for dynamic maps as well, for instance, a map could have a furnance exploding randomly every 30-90 seconds with a 3 second visual warning. We can easily code in events like that to happen.
So it is alright if we set up/create the event(for example, a spot on an industrial map with rising and retracting sewage flows) and leave the actual implementation you to?
So it is alright if we set up/create the event(for example, a spot on an industrial map with rising and retracting sewage flows) and leave the actual implementation you to?
On another note - since everybody has been asking for the weekly extension, I'll be giving that. I edited the opening post. This WTE will now end the 1st of August rather than the 25th of July.
Alright so I couldn't stay away from this. Some others gave me ideas. Here is the base of mine. So which one do you like better? Getting an arena to this point is easy. I could just keep churning out these bases.
I think the first one will make for an interesting Deathmatch or CTF style, though the second looks like it could be pretty cool as well for team fights. I like the 'pit' idea where moving towards the centre of the arena (allowing you quickest access to any other point) ensures you lose your vision advantage.
@TacoManStan: Go
Thanks for feedback :) You mean cliffs or ramps? There are no ramps, but plenty of cliffs - When player starts, he have 2 teleports going on cliffs and then 2 going down, middle teleports are corresponding in letters: A1 teleports to A2, B1 to B2, C1-C2, D1-D2, E1 is sort of a counter teleport and leads to E2. Other cliffs are painted with no pathing tool.
I used teleporters beacuse they are smaller than ramps, and in such tight spaces there could not be so much of ramps. I wanted to create arena in which there are multiple trap/cat'n'mouse/counter from behind/back'n'forth possibilities.
I'm attaching the map, in case anyone wants to check :)
Here's my nameless arena. Meant to be a 2v2/3v3 Deathmatch map.
The half-scale teleporter markers are meant to be one-way spawn exits, if such a thing exists in the mod.
@Kingcrab09: Go
loloololol impressed? is such a sc2mapster meme
@Telthalion: Go
Well, that's what I call a Deathmatch arena :) Nice work.
thought i'd have a go at a 1v1 map since it was quite small which i thought, in some ways, was more of a challenge... and I don't really have too much free time atm :D
@ktilkath: Go
Wow, ya, I meant ramps. That was a really stupid type-o lol
Great to be back and part of the community again!
The textures are not set in stone, the only thing that is; is that Ulnar is the base terrain (man made cliffs) to get that space station feel. The textures will be based upon what arenas we select out of this competiton, and what ourselves create. We have many many arenas (perhaps about 20) so far that we have designed, but not all of them will make it into the first round of map selection for Tofu.
The only one we have set in stone is Waterforts, and even then - the texture is subject to change as to what final packs we use.
The red square sizes are guidelines :) It does not need to be exactly those sizes, but they are what we found the most fun to play on.
I have below a screenshot of Waterforts w/ Basement level.
It is based on Waterforts (the one you saw in the youtube video), but with an added basement level; whilst you are above ground, you can only see above ground, whilst below, you can only see below (Both minimap and actual screen limitations), so it is a bit risky teleporting down when you don't know what is waiting, this was designed to allow teams to have better communication with each other, and so far works really well in the tests.
We are looking for dynamic maps as well, for instance, a map could have a furnance exploding randomly every 30-90 seconds with a 3 second visual warning. We can easily code in events like that to happen.
@DogmaiSEA: Go
So it is alright if we set up/create the event(for example, a spot on an industrial map with rising and retracting sewage flows) and leave the actual implementation you to?
Yeah mate
On another note - since everybody has been asking for the weekly extension, I'll be giving that. I edited the opening post. This WTE will now end the 1st of August rather than the 25th of July.
@Telthalion: Go
Now that's an Arena!
Alright so I couldn't stay away from this. Some others gave me ideas. Here is the base of mine. So which one do you like better? Getting an arena to this point is easy. I could just keep churning out these bases.
@Reaper872: Go
Ummm... did you use ANY doodads? Also, I think you used only 1 texture per arena.
@Nebuli2: Go
I'm asking which layout you like better. I will texture/doodad it in a minute but I need to know which style works better.
Edit: never mind, I'll just do the first one.
@Reaper872: Go
I think the first one will make for an interesting Deathmatch or CTF style, though the second looks like it could be pretty cool as well for team fights. I like the 'pit' idea where moving towards the centre of the arena (allowing you quickest access to any other point) ensures you lose your vision advantage.
@Reaper872: Go
Oh, okay. I misunderstood. I would prefer the first. It looks more interesting.
Still working on it.
Reaper what's the playable map size of your? I feel like mine is tiny compared to that.
@Keyeszx: Go
It's 48X48 aka the 2v2 and 3v3 size. It has an bit extra on the outside so the camera won't get screwed up around the edges.
I have an idea for something, but it will be a couple of days before I get anything out.