Hey, as some ppl know, im working on vsh_arakawa (I made the vsh version of arena_arakawa). Rogi and me thought that it could be a good idea to create a thread to talk about this map (ideas, issue, ...) Im actualy working on the beta 2 and here is what I've already done: And btw, Rogi gave me a lot of event idea, if you have some idea too, write them at the end of this thread I dont upload any pictures cause I want keep the sooprise only rogi saw the map
Nah,Don't waste your time on creating another arakawa in the night Ideas Spoiler The Launchers How about add something similar like to these pictures below. These launchers/cannons/stuff that shoot you up in the air will be placed in front of the spawn so it would allow them to escape from the boss when he appears at the start of the round on both of the sides. They will shoot you to the other spawn. _________________________________________________________________________________________________________ Well we already have lightning and it seems overkill... Pumpkin Bombs 1.Good Gameplay element in VSH 2.Good Knock back 3.Does not Instant Kill 4.Makes the map more interesting 5.It fits in the map,trust me 6.Pumpkin with a explosive on it...It's not even that halloweenish 7.No other VSH map has Pumpkin bombs 8.It does not even need to be a event
arakawa is a good map, but it does need some changes, hale can get to the players wayyy to fast, at the right side of the map (thats where he spawns usually, my record is 3 sec after beginning of round) its impossible for most classes to get back to land when youve landed on one of the islands, is not fun, i would like alot of small rocks in the water to make it more interesting and the water a possible place to fight. (although honestly, with sentrys and stickys, this can be OP very fast). another complaint, i DO NOT like meeting hale randomly at a corner, the chance of that happening is very high at the middle building near the water since you never know if he got ontop of the building or just fell/pushed down. as for the random map events, i love these on towertop and i would certainly love them here, but only if they are good. something that instakills hale is not good, these mines can be very easy to exploit by pyros if it kills the hale instantly, it would be better if it just did 3k or something. ice definatly sounds fun, but the rest of the map should be snowy aswell... and thats gonna be hard to make i guess. the holes in the roof definatly sound wicked, ive always wanted to see saxton crash trough a roof and squish somebody liek pancake. also trains..., but the boats sound like free dispencers. messing with speed and gravity sounds awkward, but i guess it can be pretty frustrating to time a jump when your suddenly going twice as fast, also, this will be silly against sentrys. capper punishment sounds unbalanced, if the players would have won without capping and hale suddenly starts to cap, he can still get everybody to die, opposite could happen aswell, most of these scoutcaps fail anyway and sometimes you really need to cap if its just some awfull hale that keeps camping in a corner. either way, i think this post is long enough already, now to fix that broken steam ID so i can get my tag back.
How about make bridges between the islands that also allow the boats to go through and it would have a similar look like these bridges but a bit different: Obviously not red just similar and different color and style xd
Ye, but now he need to take the middle way. Others are closed for 10s. You're right, but as Rogi suggested some brigdes would be great, dont worry about going back to the land, Im working on it. Edit: we can reach the islands by the boats, and we can get back to the land by the boats too, so the bridges doesnt seems realy necessary, but after a test with players ... if needed, I can do some I dont understand :s Lets try first what happen ingame, then I can change the damages, its not a problem, that's why we have beta test It is DDDDDD Not hard, impossible: I cant change the land to snow land ingame, same for the skybox > one sky only no way to change it and its the same thing for the sun :s Must see ingame what that change. Yes, with a heavy on them ... sounds hard for saxton :s, but we must see ingame. That's why I want make them as rare event. Exactly, but I never said It stop cappers, It only fire capper to the air after they capped the point Spoiler either way, i think this post is long enough already, now to fix that broken steam ID so i can get my tag back.
Hey, how about making an halloween version of this map, it c ould be the night version I can make hhh and the ghost, so imagine hhh + hhhj xD sound funny no?
Nah , Instead make a new map what's new and different with a unique level design or something and it will be Halloween styled :3 Spoiler *You clicked the spoiler D: * Boats have dispensers and Heavies could use these boats and these boats keep moving so I'm not sure is this good until we test I guess...however the boats explode when they are close to each other(2 boats). A rare event with 102 landmines scattered around the map with 3k damage each I think the damage might be too much and you said that these landmines will be easy to notice and move around but still 3k is too much since the boss can be pushed...lets reduce it to 500 and then we test. The fences and the edge (next to the spawn) that will make you fall to the water and the borders with the mountains with trees should look more different or replaced with something better or improved I think. The crate area with the window that has a TNT activated by a member of the BLU team(the boss)...the crate area should be be more improved because it seems small area that is not worth going and even if there was a sentry there it would be really easy for the boss all he has to do is Superjump/teleport/shoot arrows/rage/other stuff...I would suggest the REDs having the ability to activate that TNT because then they could for example go in the crate area and fall down like escaping the boss. The middle house with the glass wall , It seems lame to go each round destroying the metal windows just to get a bridge that is really good for the reds and the bosses...I would suggest removing the metal windows(so there will be holes instead there so you wouldn't have to go each round destroying a metal window) and let the bridge stay there because it really helps. The accessible areas in some spots in the sea need more islands or 1 big island(the empty water area next to the edge).
Sorry to say it, but: this doesn't sound fun. This is already a hard map for hale to win, and then you add things which can kill the hale in no time...
Not only hale, all players ... and as I said we need a test ... I cant make a map that is 100% done, there is still some things that need to be fixed/changed, SO I do, we test then fix things that must be fixed, then test again, .... etc till we find the best map. Map is too hard for saxton? give me some idea to make it easier ... ty
I realy need to work on the map x) I'll try to work on it this week, and compiling while Im at work... Didnt forget the map
Woo, one of my fav vsh map is going to get better Just a little idea: remove the water dmg and then build a litle fence so that players won't be able to swim too far. Because it's a litle annoying to get stuck on that little island with low hp or a health pack would do too.
Well, we can leave the islands by the boats. Some islands have health pack and others have ammo box (the smallest) The playable area is realy big, I think its enough. Making the water area playable will make the rounds more longer ... but I can remove dmg, for a test
Ok, tomorrow we can test the beta2, Im at home at 5:30 pm (gmt +1) EDIT: erf, I cant for now, I have hard working time, you must wait again for this weekend Im updating my server and compiling the map (with adding all the custom stuff it needs)
We made some progress :3 1#-remove the 3 spawn points in the back of the map and keep the one in the center, since he can just suicide to switch spawn points before the round begins and people complain about him getting too fast in one of the sides. 2#- I think he means poison but anyways we are trying to make it go super duper jump from the water and we will see will it work... 3#-do we really need train leaving once a red touches it, since it isn't that big of a deal and not overpowered. 4#-The fences near the red spawn rooms and near to the water,should it be removed? I know there will be pushing the boss to the water, which can be a good thing,the water does 200dmg/s...and we'll try to add super duper jump in there too. Spoiler 5#-I was thinking of adding more level changing stuff(for example party islands wood platform stuff which pop up and disappear). At the moment we have Bridge which opens after destroying 2 metal windows(maybe they should be glass) TNT which gives you an easier access to an area with crates(but only BLU can activate it ;- Ice event(which I wanna see how it works in a VSH environment,also you sort of slide on the ice,which is a good thing) Train which leaves after a red touches it,read the 3# 6#-We need something which gives you access to the center buildings rooftop(like an heavy getting there without G.R.U or teleporters or rocketme). 7#-Nemesis was talking something about a platform event which makes platforms above the water and only the boss can brake these platforms,like super mario platforms or something. How about they are moving platforms which are unbreakable and unbuildable, yet how to make it easier for the boss? 8-#The lightning strike event,killing the boss in 3 minutes is gonna get complains and will give an unpleasing experience. I might have a better idea, it makes a fire and it spreads in the map and who ever touches this fire, they go on fire. or It randomly shoots lightning at anyone per a minute(or <a number> seconds) and it makes them go on fire(better than instant kill) 9#-Boats buttons were removed and it moves by a person being on it and it stops if anyone is not in it. 10#-about the land mines event and the TNT,it doesn't damage the boss(not sure about the landmines) and only pushes them, like if it was self damage,at least it doesn't kill the boss,and these landmines are placed on the grassy ground, so if you were on the buildings and bridges, you are safer.
I'll work again on it, after editing hydroelectric... I not feel like doing this update, cuz there's a lot of things to do.