Decerto (B1) - 6-arena dueling map released


(Ifurita) #1

Brought to you by Ifurita, Demanufacturer, and Team Modus Operandi.

Overview:
This map features four 1 v 1 and 2 v 2 dueling arenas + 2 team drill arenas. The team drill arenas are based on extracts from Supply Depot and Frostbite, which Ginc and Moonkey have graciously allowed us to use.

The walls in the spectator area are one-way, so that specs can view the combatants, but people inside the arenas will just see regular walls. The spectator platform is raised for better viewing and specs can easily move back and forth to watch the action going on in any of the four dueling arenas.

Download links:
http://www.pcgamemods.com/9488/ (North American mirror)
http://www.dinfw.com/download.php?view.10 (Austrailan mirror)

Instructions:

  • Find a duel partner and choose an arena
  • Stand in the staging area, and activate the panel to ready up
  • Once the second player readies up (or you ready up a second time) the combatants will be teleported into the arena
  • If you are a solo player, you will need to wait 5 seconds before readying up a second time
  • Once all players leave an arena, the staging area will reset and the gates will drop, allowing a new pair to ready up

Screenshots:
The map is divided into 2 spectator areas, each of which contains 3 ready areas.

Once you ready up, a gate will rise, ensuring that no one else can enter.

Arena 1: Tank Depot

Arena 2: Long Range

Arena 3: Warehouse

Arena 4: Urban

Team Drill 1: Supply Depot

Team Drill 2: Frostbite

Known issues:

  • Sometimes you can see parts of other arenas - do not be frightened
  • Tracemap was deliberately left out to prevent people from mortaring other arenas. May be added back in later
  • On occassion, two people will ready up, you will hear all the prompts, but the teleporters will not fire and the gates will drop. Just ready up again.

Credits:

  • Concept development and extensive testing: Demanufacturer and Team Modus Operandi
  • Frostbite extract: Moonkey for the original and permission to include it
  • Supply Depot extract: Ginc for the original and permission to include it
  • Menzel, Mean Mr. Mustard, Cptn Triscuit, and Seven_DC for other original work from Vengeance, Breakout, Rommel, and Reactor which was used in the 4 arenas
  • Vending machine textures: BlackRayne
  • WP 222 model and permission to mod the skins: Detoeni

(Oxygen - o2) #2

looks very very nice, you have obviously put alot of work into this

6/10


(Matt-J) #3

agreed, the detail in sum of the areans is very good, but id give u mor than 6/10 maybe 8-9 but i ahevnt played… should b lots of fun with the clan!:smiley:


(Oxygen - o2) #4

yeah i was a bit harsh

7/10

something is never the best, it can ALWAYS be improved


(Ifurita) #5

LOL, that’s all I have to say.


(sparky) #6

Nice, I’ll download and let the boys burn it in.


(Ifurita) #7

FWIW, we (mappers) always complain about the comp community giving crap feedback like “feels largish”, “crappy map” without any sort of qualifying detail or prescriptive input. “7/10” falls in about the same bucket of crap feedback. You started at 6/10 so you clearly feel like this is a substandard map, yet offer no advice on what you would fix to make it better. Clearly you believe that a lot could be fixed … care to share?


(SCDS_reyalP) #8

Shots look nice. More feedback after I play it.

Another way to deal with this might be to use missile clip under the sky.


(profeten) #9

As a 3vs3 clan we almost cry from joy when we saw this :smiley:
Most impressive gameplay and stunning graphics!
Tnx for all the hard work you guys have put in this map and keep up the good work.
Have a nice day!


(dime1622) #10

my biggest complaint would be that it looks like the arenas are washed out - as if compiled in fullbright. bring down the ambient maybe?


(seven_dc) #11

Good Work Ifurita.
It warms my hearth to see you are using my brushwork from vengeance and rommel :D.
There was a z-fighting texture at the urban arena upstairs where the fire was burning.


Maine dispensary


(Oxygen - o2) #12

its not exactly a map, its more of a training ground, dose that make any sense?


(carnage) #13

it is a map, just because a map is not made for the purpose the game creators intended doents mean it is less of a map.

if someone map a level with two simetrical rooms where items must be tidied up like objectives and the 1st team to do it won, that would be no where near what SP intended to do with ET but it would still be one hell of a fun map

ime not goan give you anything out of 10, the map is so differnt in all places it would be imposible

the tank depot map looks realy good to play with, lots of cover but some nice large areas to move in still

my biggest complaint would be that it looks like the arenas are washed out

i gota agree with that though, perhaps some spotlights would add something to it


(seven_dc) #14

Just played some nice 2on2 games. Few bug though:

  1. You can be crushed. by those glass walls that come down when you are near them… maybe add clipping on them so that the upper part do not crush people.
  2. If other people ready up on other side and there is no on the in the other side the arena starts but if some one runs in the open ready up space they are teleported in the arena middle of the fight.

Lovely Wendie99


(Oxygen - o2) #15

carnage you kinda just took what i said, read it backwards and shit on it


(.Chris.) #16

theres no turrets on them tanks, is that intentional?
ill report any other bugs when get around to playing it against people.
looking good though


(Ifurita) #17

its not exactly a map, its more of a training ground, dose that make any sense?

Actually, it makes no sense at all. Any map, whether a training ground, a comp map, or a big-assed pub map should have a target audience and game play objective in mind during construction. If it meets the gameplay objective and satisfies the target audience, (e.g., sniper map) then it’s a sucessful map and that’s all that really matters.

Turrets were deliberately left off the tanks – notice they don’t have main guns either. Their in the tank depot because they’re broken :wink:

As far as the arenas looking washed out, the screenies were taken at r_gamma = 2.0, r_intensity = 1.5, and r_mapoverbrightbits 2.0. The ambient light is actually quite low, but the sun intensity in most of the arenas is pretty high and the sun angles are probably 75-85.

We will probably adjust the scripting, but i have concerns that adding more logic and trigger_multitiples in the staging areas to enable /kill out, etc will cause more problems then it will fix. I just have to do some testing and experimenting


(Genesis) #18

I love this map!
I played it with my bro on a LAN and he needs a new keyboard now… :slight_smile:

This is just a map to have fun on, already looking forward to playing this with my clan.
Didnt find any bugs (not that havent been mentioned yet), only that i couldnt look thru the orange glass, but thats in my config probably.

Is there more map-implents in mind, because i think the stairs near the north gun on Oasis would be a cool arena!


(Ifurita) #19

Unfortunately, I have neither the source files nor the permission to pull anything from one of SD’s maps. The person I was working with obtained both permission and source files from Ginc and Moonkey for me, so that I could insert them into the map


(carnage) #20

good idea for inserting bits from other map, especialy sp maps. most pub servers only play defalt map training for situations that rarley happen can be a bit of a waste of time

i depends if you made this training area for more of a dueling map or improve the players skill