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abyss themed arena (WIP)

PostPosted: 23 Dec 2018, 18:31
by rubberduck
I started working on a battle arena based on the abyss track

RC 1 is out, final version coming soon
https://platen-software.de/sebastian/ar ... ss_RC1.zip

Older screenshots
arena_abyss-2018.12.23_18.18.08.jpg

it contains a puffy-statue
arena_abyss-2018.12.23_18.18.46.jpg

Re: abyss themed arena (WIP)

PostPosted: 23 Dec 2018, 21:47
by intherow
i think abyss area design is good, but there some "not have wall" place, that in my opinion need to be fix.
except that location from beginning have planed to be some "evading from opponent chase" then i cannot say anything about it.
arena abyss-2018.12.24_03.11.24.png

arena abyss-2018.12.24_03.11.17.png

okay, that just my comment can i say.

Re: abyss themed arena (WIP)

PostPosted: 24 Dec 2018, 02:21
by benau
...not sure if ctf possible!

Re: abyss themed arena (WIP)

PostPosted: 27 Dec 2018, 16:22
by rubberduck
Some more updates most are in the outer area
Downlpad newest version: https://platen-software.de/sebastian/ar ... _12_27.zip
arena_abyss-2018.12.27_15.24.56.jpg

arena_abyss-2018.12.27_15.22.51.jpg

arena_abyss-2018.12.27_15.25.48.jpg

Re: abyss themed arena (WIP)

PostPosted: 31 Dec 2018, 15:28
by Mr.XX99
This arena is amazing and looks so great :)

Some small and minor things that could be improved:
the puffy statue could maybe be a higher, so that he can be recognized.
Some tunnel entries from the upper ring are hard to spot maybe they could be a bit more obvious?

Otherwise I think it's perfect.

I can imagine this arena to be great for the new capture-the-flag mode too, with small modification.
For that the map should be symmetrical. Maybe the ramp to the higher part that starts in the inner of one circle could be disabled for this mode.
Don't know if it is yet possible to make things visible depending on capture the flag mode. (Benau?)
But that could also be done after the arena release.

Re: abyss themed arena (WIP)

PostPosted: 31 Dec 2018, 17:59
by benau
Check all ctf map blend, there is isCTF scripting for each track objects

Re: abyss themed arena (WIP)

PostPosted: 06 Jan 2019, 21:17
by rubberduck
I worked on the arena again, a new version to download comes soon.

I added some lights
arena_abyss-2019.01.06_21.09.57.png

With these lights you can see better where the tunnel to the inner part is.
arena_abyss-2019.01.06_21.10.18.png

Re: abyss themed arena (WIP)

PostPosted: 08 Jan 2019, 19:05
by rubberduck
I have a new version now:
https://platen-software.de/sebastian/ar ... _01_08.zip

new windows on the cave (they have no "glass" yet)
arena_abyss-2019.01.08_18.32.51.jpg

Re: abyss themed arena (WIP)

PostPosted: 09 Jan 2019, 01:19
by samuncle
Hi, I just finished to test your map and, yeah it looks impressive. After Area 42 you just did this amazing :)

1: The concept and overall look
Again like area 42 you took existing stuff to remix and to something really interesting. I enjoy the over theme, the roman statues (Poseidon/mermaids and puffy) are fun touch.
The natural cavern is a nice addition and IMHO looks better than my own in my abyss version.

2: Gameplay and drivelines
Each rooms are interesting to discover. Maybe you could add some lights to create different effects. I didn't really tried a battle yet.

3: Atmosphere and general look
There seems to have a few bugs there and there regarding the water distortion through the glass but nothing too critical. I love the organic and art deco look of the map. It reminds me of Bioshock.

4: Details to make it perfect
a) The small submarine in the tube isn't moving. In the original map it was going through the tube. Would be nice to put the animation back
b) The puffy statue is dark. Put some light in there so we can see it in all it's glory. I would like to include this model in the current abyss since it's dedicated to puffy.
c) The grid looks giant and it looks like the kart could fall inside. I know I made the same mistake, but you are welcome to do better than me.

Conclusions:
Very cool arena. Maybe you could have tried to make it during the day so we don't have too much dark maps. It would also be an interesting challenge to make during the day or maybe with a part partially above water.

Re: abyss themed arena (WIP)

PostPosted: 09 Jan 2019, 18:38
by rubberduck
I experimented with lighting the puffy statue. I added a light cone (like in the lighthouse track), but the mesh gets displaced by the water shader behind that.
arena_abyss-2019.01.09_18.27.57.png


the small submarine is not animated, (it actually was animated, keyframed to the original position, I removed the animation now but will be re-added again). Also the grid will be fixed.
Currently I work on the cave, maybe a few crystals emitting light and some rocks too.

Re: abyss themed arena (WIP)

PostPosted: 10 Jan 2019, 19:55
by rubberduck
the cave with some crystals (from the mine track) and rocks
arena_abyss-2019.01.10_19.00.59.jpg

some sort of gate with sea shells where blue flames are coming out
arena_abyss-2019.01.10_18.59.30.jpg

Re: abyss themed arena (WIP)

PostPosted: 11 Jan 2019, 12:40
by charlie
Fantastic work rubberduck.

Re: abyss themed arena (WIP)

PostPosted: 13 Jan 2019, 20:39
by rubberduck
The arena is almost ready - here is a new version: https://platen-software.de/sebastian/ar ... _01_13.zip

arena_abyss-2019.01.13_20.27.43.jpg

arena_abyss-2019.01.13_20.29.39.jpg


I did a lot of "bug-fixing", animated the small submarine in the tube and added some other stuff.

Before I release the final version I want to rework the crystals, improve the navmesh and add more decoration outside too.

Re: abyss themed arena (WIP)

PostPosted: 21 Jan 2019, 08:37
by rubberduck
the final version is coming soon...

RC 1 is out
https://platen-software.de/sebastian/ar ... ss_RC1.zip

The crystals are reworked and converted into library nodes now...
arena_abyss-2019.01.20_16.44.53.png



There are only a few things left:
> write license file
> fix issue with collision box of the crystals
> find better name for the arena, maybe "puffy's palace" or "ocean palace"