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[MAP] DesertTown
Posted: Sat Mar 02, 2013 3:07 pm
by Gibbs3333
Hi guys !
This is an old map made with Team R3S mostly with my chief Massilia in 3hours. It's a little village in arabic desert inspired by the map called De_Dust2 I think. It can be played in Capture The Flag, Team DeathMatch and Arena.
Screenshots :
Download :
(Version Arena)
You can test it on Team R3S server : [url]aos://3593256536:32896/[/url]
Thanks for watching !
Like and comment !

Re: [MAP] DesertTown
Posted: Sat Mar 02, 2013 3:10 pm
by Gibbs3333
There is a secret passage too. Find it !

Re: [MAP] DesertTown
Posted: Sat Mar 02, 2013 4:00 pm
by Buffet_of_Lies
Really nice work! 3 hours!? I am amazed.

Re: [MAP] DesertTown
Posted: Sat Mar 02, 2013 4:52 pm
by Gibbs3333
The 1.0 needed 3hours and the 1.1 two more hours so in fact 5hours sorry.

Re: [MAP] DesertTown
Posted: Tue Mar 05, 2013 9:38 am
by MusicWave
heeeeeeeeey Gibb iam it musicwave :D whenever wanna make a other map?
Re: [MAP] DesertTown
Posted: Tue Mar 05, 2013 11:55 am
by Jdrew
nice work gibs, this is defiantly an arena map. It remind me of the counter strike maps. I wonder what you will make next?

Re: [MAP] DesertTown
Posted: Sun Mar 10, 2013 7:02 am
by izzy
Please add arena gates... looks like a great map for arena!
Re: [MAP] DesertTown
Posted: Sun Mar 10, 2013 7:49 am
by Gibbs3333
I will try !

Re: [MAP] DesertTown
Posted: Sun Mar 10, 2013 5:41 pm
by Gibbs3333
Code: Select allname = 'DesertTown'
version = '1.0'
author = 'Gibbs3333'
description = ('YArena ')
extensions = {
'arena': True,
'arena_blue_spawn' : (235, 310, 58),
'arena_green_spawn' : (275, 180, 49),
'arena_gates': ((223, 220, 44), (222, 220, 44), (220, 223, 44), (220, 222, 44), (291, 289, 44), (291, 288, 44), (288, 291, 44), (289, 291, 44)),
'water_damage' : 100
}
I don't know why it doesn't work...
Re: [MAP] DesertTown
Posted: Sun Mar 10, 2013 6:00 pm
by Influx
Nice work, it looks like a very neat and compact arena map. I do have a few minor critisisms, though.
It's very open for an arena map, I would maybe suggest putting a wall between some of the houses instead of having open space to create an alleyway behind it.
The gate's location gives a slight advantage to the team that spawns next to it, as they have a corner to hide behind if the other team advance up that alley. I'd suggest either removing it or putting one on the other side to even things out.
Another thing about the gate - people can glitch through 1 block-thick walls and floors in Arena (not sure if it's been fixed or is even possible to fix script-side).
Lastly, and my only real complaint about this map, is the little tunnel underneath each spawn seems to solely exist for people to camp in, which promotes a bad style of play for Arena maps.
Gibbs3333 wrote:
I don't know why it doesn't work...
It might be that Arena only requires 1 block from each gate, not all the blocks. Try changing
Code: Select all 'arena_gates': ((223, 220, 44), (222, 220, 44), (220, 223, 44), (220, 222, 44), (291, 289, 44), (291, 288, 44), (288, 291, 44), (289, 291, 44)),
to
Code: Select all 'arena_gates': ((223, 220, 44), (220, 223, 44), (291, 289, 44), (288, 291, 44)),
and see if it works. The arena script automatically detects the rest of the blocks that make up the gate - just remember to make all the blocks in each gate the same colour.
Re: [MAP] DesertTown
Posted: Mon Mar 11, 2013 6:51 am
by Gibbs3333
Thank you to help me for the .txt. I'm going to modify a little bit my map as you said because it was done for Capture The Flag not for Arena. This is why there were little tunnel underneath each spawn to hide the cp and the intel.
Re: [MAP] DesertTown
Posted: Mon Mar 11, 2013 10:34 pm
by TB_
This looks like a really fun 1v1 or 2v2 map.
Awesome work

Re: [MAP] DesertTown
Posted: Sun Mar 24, 2013 12:44 pm
by Gibbs3333
Gameplay from a friend in Capture the flag :
[youtube]
http://www.youtube.com/watch?v=E8iH-5j8 ... ata_player[/youtube]
Re: [MAP] DesertTown
Posted: Tue Mar 26, 2013 12:45 pm
by Ki11aWi11
Looks really, really good!
Re: [MAP] DesertTown
Posted: Fri Jan 17, 2014 2:09 am
by Dany0
Link is dead.