It looks great to me. Some things look a bit asymmetrical from topleft/bottomright in the last picture, not sure if it's intended in your design but both sides of the map should be symmetrical as far as pathing. Feel free to make the map interesting and asymmetrical aesthetically, as I see you've also done. It looks great.
As far as the grungy texture, I'm all for varying different settings and environments (Variety is the spice of life) as long as it's the correct tileset (Avernus). If one arena is on a particularly grungy/dusty portion of the post-apoc planet than the other arenas, it's just that much more visually distinct and interesting. If I wanted the arenas to all look the same I'd just use one arena. :P
I believe they're both the wrong tile set. The first one has no arena, and I think the large bumps in terrain may hinder game play. The second seems like it would hinder players due to small walkways and a maze-like effect. If you take a look at any of the other submissions in this thread up to this point you can see examples closer to what we're looking for.
the current terrain looks intresting... @rrowland 3 questions 1 will you release repear maddnes on b net when blizz fixes lagg? 2 you said there will be shops. will it be saveable and how will it work? sience if its not saveable im guessing you should be able to get almost best items after XX (which means +20)if it is saveable progress should be slow. very very very VERY sloow. 3 will there be classes/skills cuz evryone using the same ability over and over again is kinda dumb. just sumd stupid questions ....
I like the 3rd one the most. I'm not such a fan of those huge "grid" areas though... personally I think that's a nasty texture unless its used in moderation. :)
Oh sorry rrowland I didn't know the maps had to be symmetrical. I didn't copy/paste anything, I just eyeballed it, so it's not perfect but next time I'm working on it I'll check the grids and try to make it a little closer.
Hi guy i made my arena too, its not ready, but here is some screens.
If anyone could help me with illumination, would help a lot, i cant make a fog like @lotsofcolors did, and i want to make the global illumination darker too.
Just go to Window and then Lighting and mess around with the parameters.
Ok guys, I need help. There's somehow been a huge bug on my map.
I placed a terrain item, and then got rid of it, but the area where it was is still transparent.
I tried manually filling those cells, and it worked, until I altered cliffs on that level, which is when it went back to how it was.
After this, every time I restart the editor the terrain object is back, and it even seems like the damn thing is multiplying.
I also have a "trench" terrain object stuck on the right side of my map, also multiplying, but can't be selected.
It only shows up on this particular map.
I managed to get rid of the objects by temporary deletion and then deleting the campaign dependency.
However, the cell problem is still there without the terrain object.
EDIT:
SOLVED!
I brought back the campaign dependency and used a different terrain object, then deleted it. I had to re-do some terrain, but the problem seems to be gone.
To clear up the post-apoc questions, the setting isn't in the SC2 universe so protoss and zerg wouldn't fit. I don't think overgrowth or much plant life at all would fit the atmosphere we're going for.
This is my first attempt at an arena map, so constructive criticism is welcome!
"The original name and purpose for this ancient facility has been lost in the years since the Disaster struck. Perhaps it was once a chemical processing plant, or even a metal reclamation centre. Nowadays, the locals simply refer to it as 'The Pit', and droves of spectators are drawn the creaking superstructure to witness the bloody bouts of gladiatorial combat that take place in it heart."
Features:
- Two team spawn zones
- An outer ring with line of sight blockers about the ramps to ensure that fighting to control a ramp is up close and personal.
- A more open arena floor for ranged combat, with piles of junk to hide behind. This should be the focus of the combat.
Update: This was originally done using the Port Zion tile set (left side images), but was redone using the Avernus tile set (right side images) to comply with the competition rules. I really liked the effect of the Port Zion tile set so I've left it here for prosperity :D
K, but would a few mysterious pieces of high technology be alright? I'm asking because I've got another arena concept in mind, and it contains some tech-based hazards, like old generators going wild and creating electric storms, that kind of thing.
Q: Are there any special features we should include? A: Bonus points will be given for cool potential environmental hazards, but they're not required as we can always add them later. Examples would be periodic flame jets, high winds, etc.
Going to give this a shot if I have enough time, one question though, if adding environmental hazards, how should they be added, should we just do the terrain parts of it (and leave the rest up to you), should we do them through the data editor, or can we use triggers as well?
If rrowland is planning to put all these maps into one map and have triggers spawn you at a random arena every round then he needs you guys doing one tileset. I may be mistaken but I assume that is the reason why he requested one tileset in the first place.
Here's my (first) attempt at this. Screenshots are in an earlier post... I changed a few things, added a bit different terrain so that it looks like the grunge is overtaking the plating instead of vice-versa, added a few doodad decals, added a few lights. I didn't fix the symmetry however - it's not exact but it shouldn't be a problem.
Now that I'm aware that you want something symmetrical, I might try to do another one... cause I'll be honest, it's kind of fun. lol
@QMJ3: Go
The lighting is really nice.
@QMJ3: Go
It looks great to me. Some things look a bit asymmetrical from topleft/bottomright in the last picture, not sure if it's intended in your design but both sides of the map should be symmetrical as far as pathing. Feel free to make the map interesting and asymmetrical aesthetically, as I see you've also done. It looks great.
As far as the grungy texture, I'm all for varying different settings and environments (Variety is the spice of life) as long as it's the correct tileset (Avernus). If one arena is on a particularly grungy/dusty portion of the post-apoc planet than the other arenas, it's just that much more visually distinct and interesting. If I wanted the arenas to all look the same I'd just use one arena. :P
@thommiej: Go
I believe they're both the wrong tile set. The first one has no arena, and I think the large bumps in terrain may hinder game play. The second seems like it would hinder players due to small walkways and a maze-like effect. If you take a look at any of the other submissions in this thread up to this point you can see examples closer to what we're looking for.
the current terrain looks intresting... @rrowland 3 questions 1 will you release repear maddnes on b net when blizz fixes lagg? 2 you said there will be shops. will it be saveable and how will it work? sience if its not saveable im guessing you should be able to get almost best items after XX (which means +20)if it is saveable progress should be slow. very very very VERY sloow. 3 will there be classes/skills cuz evryone using the same ability over and over again is kinda dumb. just sumd stupid questions ....
@rrowland: Go
okay, thx for the advice :) will try something else.
EDIT: what do you think of this? - still, only the terraining -
Does it have to be Terran post-apocalypse, or are Protoss remnants good as well?
Oh, and will the teams have colors? I might think about adding some colored object to their starting point in that case.
@thommiej: Go
I like the 3rd one the most. I'm not such a fan of those huge "grid" areas though... personally I think that's a nasty texture unless its used in moderation. :)
@rrowland: Go
Oh sorry rrowland I didn't know the maps had to be symmetrical. I didn't copy/paste anything, I just eyeballed it, so it's not perfect but next time I'm working on it I'll check the grids and try to make it a little closer.
Hi guy i made my arena too, its not ready, but here is some screens.
If anyone could help me with illumination, would help a lot, i cant make a fog like @lotsofcolors did, and i want to make the global illumination darker too.
Hope for comments
Just go to Window and then Lighting and mess around with the parameters.
Ok guys, I need help. There's somehow been a huge bug on my map. I placed a terrain item, and then got rid of it, but the area where it was is still transparent. I tried manually filling those cells, and it worked, until I altered cliffs on that level, which is when it went back to how it was. After this, every time I restart the editor the terrain object is back, and it even seems like the damn thing is multiplying. I also have a "trench" terrain object stuck on the right side of my map, also multiplying, but can't be selected.
@Mreaper: Go
Thanks for your help, i could change the illumination.
Have you tried to open an Blizzard Melee map to see if the object still apears?
It only shows up on this particular map.
I managed to get rid of the objects by temporary deletion and then deleting the campaign dependency.
However, the cell problem is still there without the terrain object.
EDIT:
SOLVED!
I brought back the campaign dependency and used a different terrain object, then deleted it. I had to re-do some terrain, but the problem seems to be gone.
can't post apoctolyptic be like overgrown city ruins?
To clear up the post-apoc questions, the setting isn't in the SC2 universe so protoss and zerg wouldn't fit. I don't think overgrowth or much plant life at all would fit the atmosphere we're going for.
This is my first attempt at an arena map, so constructive criticism is welcome!
"The original name and purpose for this ancient facility has been lost in the years since the Disaster struck. Perhaps it was once a chemical processing plant, or even a metal reclamation centre. Nowadays, the locals simply refer to it as 'The Pit', and droves of spectators are drawn the creaking superstructure to witness the bloody bouts of gladiatorial combat that take place in it heart."
Features:
- Two team spawn zones
- An outer ring with line of sight blockers about the ramps to ensure that fighting to control a ramp is up close and personal.
- A more open arena floor for ranged combat, with piles of junk to hide behind. This should be the focus of the combat.
Update: This was originally done using the Port Zion tile set (left side images), but was redone using the Avernus tile set (right side images) to comply with the competition rules. I really liked the effect of the Port Zion tile set so I've left it here for prosperity :D
Map overview:
Centre of the arena:
Right hand team spawn:
Left hand team spawn:
@rrowland: Go
This is my current state, maybe its finished maybe not. tell me what you think about it ;)
@rrowland:
K, but would a few mysterious pieces of high technology be alright? I'm asking because I've got another arena concept in mind, and it contains some tech-based hazards, like old generators going wild and creating electric storms, that kind of thing.
I would like to parcipiate in this contest too. This is what i've done so far. Feedback would be great.
Going to give this a shot if I have enough time, one question though, if adding environmental hazards, how should they be added, should we just do the terrain parts of it (and leave the rest up to you), should we do them through the data editor, or can we use triggers as well?
If rrowland is planning to put all these maps into one map and have triggers spawn you at a random arena every round then he needs you guys doing one tileset. I may be mistaken but I assume that is the reason why he requested one tileset in the first place.
Here's my (first) attempt at this. Screenshots are in an earlier post... I changed a few things, added a bit different terrain so that it looks like the grunge is overtaking the plating instead of vice-versa, added a few doodad decals, added a few lights. I didn't fix the symmetry however - it's not exact but it shouldn't be a problem.
Now that I'm aware that you want something symmetrical, I might try to do another one... cause I'll be honest, it's kind of fun. lol