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arena_mach
Old 08-22-2008, 08:48 PM   #1 (permalink)
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If you run a TF2 Arena server, you may be interested in giving this map a shot.

I've modified ctf_mach4 into the Arena game mode and have given the outdoor environment a visual makeover. The map includes many changes to fit the Arena play style. The middle area is now larger. Players can now get up out of the previous flag area pit easily. A spawn room has been eliminated, and the sniper deck is accessible to all from outside the base. There is more cover outside. The sky is much, much higher than in the CTF version. This is a bit different than other Arena maps, because I've opted to have a decent amount of health packs around the map. There are two small ones in the middle (one on the tower, one on the stump), one small in each sewer entrance, and a medium pack on the previous flag stands to encourage use of the bases.

Screenshots:
http://www.vilepickle.com/map/screens/tf2_arena_mach/

Download:
http://www.vilepickle.com/map/arena_mach.7z (7zip, 7.3mb)
http://www.vilepickle.com/map/arena_mach.zip (zip, 10.5mb)
http://www.vilepickle.com/map/arena_mach.bsp.bz2 (bz2, for server admins)

This is a version 1.0 release. I did private beta testing to stomp any bugs that came in the conversion process. If you do find anything major though, let me know.

Enjoy the new alpine environment!
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Old 08-22-2008, 08:49 PM   #2 (permalink)
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Nice, thanks for this Vile.
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Old 08-22-2008, 11:06 PM   #3 (permalink)
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Uploading now. This'll be in the maplist (but not rotation) tonight, and if ppl like it we'll throw it in the rotation.

Thanks, Vile. Alpine environment sounds sexy.
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Old 08-23-2008, 12:38 AM   #4 (permalink)
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Updates look gorgeous. Really similar in look/aesthetic to lumberyard. I'm sticking this in the rotation, as most everyone in-game loved it. I'll leave map feedback at fpsbanana too.
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Old 08-24-2008, 12:51 AM   #5 (permalink)
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This is a great map, just had a very long game on it (with half of you lot I think), it is slightly confusing at first but after a while it is so easy to get around the multiple different routes.
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Old 08-25-2008, 06:48 PM   #6 (permalink)
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This map isn't very good for the same reason the original Mach isn't very good: Snipers are to dominate. This is more glaringly obvious in Arena since you only have one life. The Sniper can cover two of the four exits (or three if he is on the Red team), and since one of the exits leads to the middle, the Sniper can cover it indirectly. So leaving via the front and most direct exits will cause an instant death.

The only safe exit is the sewer exit, which forces you down a small narrow hallway which is easily camped by any class.

Also as I mentioned above, the Red Sniper gets a huge advantage when Sniper from the balcony since he can see into the side door where the Blu Sniper cannot,

Blu Sniper


Red Sniper
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Old 08-25-2008, 08:24 PM   #7 (permalink)
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I think a reduction in the amount of health pickups would help also.
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Old 08-25-2008, 08:34 PM   #8 (permalink)
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Quote:
Originally Posted by Conscript View Post
I think a reduction in the amount of health pickups would help also.
I agree with this, particularly the two 50% health pickups inside the base. Having these two health pickups seems to encourage turtling. I suggest just keeping the health pickup on the stump in the center and doing away with the other four health packs.
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Old 08-26-2008, 12:02 AM   #9 (permalink)
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Quote:
Originally Posted by Zoopy View Post
This map isn't very good for the same reason the original Mach isn't very good:
I think you mean to say: "In my humble opinion, I believe snipers are too dominant and the map could be improved by ..."

Some people continue to forget how much work goes into these maps and being abrasive about your feedback is unhelpful. Let's stick to ways we believe every map could be improved rather than how bad you think they are.

Remember Zoopy, that you hate every map in this game except Hydro, so after a while people phase out to constant negative feedback.

I don't find snipers particularly dominant on the map and have never had a round where I feel overly threatened by them. They are close enough to be easily countered by rockets for suppression and a pyro can easily run up the log ramp to give them a hard time.

I agree that eliminating health pickups in the bases is a good idea, since their availability encourages retreating and lazy medic protection. The small ones in the midfield are plenty and keeps fighting concentrated on the midfield. That said, rounds on this map are only a little longer than usual and it's not a deal-breaker. I still have a lot of fun on the map and seemingly so does everyone else except Zoopy.
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Old 08-26-2008, 01:29 AM   #10 (permalink)
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Quote:
Originally Posted by Zoopy View Post
This map isn't very good for the same reason the original Mach isn't very good: Snipers are to dominate. This is more glaringly obvious in Arena since you only have one life. The Sniper can cover two of the four exits (or three if he is on the Red team), and since one of the exits leads to the middle, the Sniper can cover it indirectly. So leaving via the front and most direct exits will cause an instant death.

The only safe exit is the sewer exit, which forces you down a small narrow hallway which is easily camped by any class.

Also as I mentioned above, the Red Sniper gets a huge advantage when Sniper from the balcony since he can see into the side door where the Blu Sniper cannot,
I have waited a long time to be able to point out someone's bad grammar.

On the serious side I agree that snipers are rather powerful on this map, but then again you could also say demo is because one demo can watch every base exit. The health packs are hardly a big deal because turtling will make you lose by cap out.
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