Rome Arena

As always the first thing I did was read the readme (yes, I actually do read them!) and it was ... erm different, to quote my favorite line...


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As always the first thing I did was read the readme (yes, I actually do read them!) and it was ... erm different, to quote my favorite line "RavenSoft for a top banana game :D". If you want a laugh, read the readme, it's funny because it's so light hearted.

Now onto the map, an interesting FFA map with many of my favorite things: JAWA's! Mix the JAWA's with the fact you're playing to the hitchhikers guide to the galaxy music and you've got a pretty light map.

The map overall is done quite well using meshes for the most part, most places are curved and the pillars look well done, the texture could do with being higher quality however. The main arena is large with plenty of JAWA's (I have to type it in capitals, I love 'em to bits! Everyone say it with me JAWA!) that you can slaughter as well as 1 or 2 of those evil NPC's that have force and a saber who will try and chop you up. An interesting thing is the use of the button to raise the pillars in the arena (discussed in readme).

I think one of the best looking places has to be the meeting room however; it is small but it look good, the lighting is good and I like the use of the pillars outside, that style would be good for a map of it's own.

The 'doggie' room is a simpler shaped room with 2 levels, 1 surrounding outer path and the lower fighting area, again it's a good large space that will work well for fighting in. Oh the entrance to the meeting room is near this place too and isn't that hard to find which is why I'm actually saying this here. ;)

The lighting is quite poor however, outside the skybox has a very red sun low down and then the lighting is close to mid-day - the sun is directly above head (or at least the light is). It's a shame as well as the actual arena does look quite good for someone who's only just found out how to bend meshes. Throughout the rest of the map the lights in some area's are too sparse which leads to totally black areas that can be hard to find your way through also many places have light even though there is nothing to emit light - that's one of those mapping no-no's for the future - you can only have light where it's emitted from something.

New Sounds: Yes New Textures: Yes


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here is the rome arena (not finished :P)
it was gonna be called Wik's_Wome_Awena :P:D mua:)):)):))

Map Name                : romearena
Author                  : -=AFL=- Tiz I = Wik :D:P;)
Email Address           : [email protected]
Website URL             : clan site 
			(under construction at the mo {and taking a while})
Map description 	: Well duhh :)) 
			  i found out how to bend columns :D 
			  n went mad mua:)):)):))
			  it was s'posed to be a testing ground :)) and
			  just went off on one :)) so i added some more rooms :D
			  for light n dark and a meeting room <parp :))> and another
			  barny room to link things up ;)

			  OK OK Barny = Fight

you know wot ta do :P .... bung dis ere pk3 file in ya base n play :P

This was the foundations for our Clan Home (a LOT of work has gone into this since :P)
There are some columns that rise up from the main arena (to activate there is a switch 
above the blues statue use USE:D), use Force Push on the underground doors to gain access
to the Doggie Room (jump on the dog to get to the meeting room ;)) to leave the meeting room
(the teleport is level with the meeting room entry way but on the other side of the pillars 
{so if you start with the statue with a flame at your back just go forwards untill you teleport})

1 Big Arena (for a really big barny) 
2 corner rooms level with the arena pit)
2 force push doors to enter a ramp way to get below the arena 
1 red 1 blue (not team active tho) from the ramp ways there are force push doors to gain entry 
to the doggie room or go back on yourself up another ramp the corridor that leads off to 
2 training rooms 2 red 2 blue
1 doggie room (that teleports you to the meeting room)
1 meeting room (shiny floor (bright light bright light <gizmo>))

thanks go to 	OBVIOUSLY LUcASARTS :D:D:D
		RavenSoft for a top banana game :D
		The guys at (top tutorial vids :D)
		they got me started with this mappin millarkie :))
		AFL Clan Members for their input :D you know who you are ;)
		Master Yoset for buggin me to get this done MUA:)):)):))
		ObiWayne for help with some other technical stuff (BLAGGED)
		Ash/Ghostly Assassin for editing the loading screen (put on text)
		The many mappin sites out there where i trawl through for help :D

things to do to the arena

1. 	:-?	give it a sensable name
2. 	done	more jawas (for the killing there of)
3. 	done	add some individual Light Dark Training rooms under
   	more:-?	the arena (dojo's)
4.		take out the phsyics and rock walls around the columns
5.		sort out the 2 saber npc (so he dont gyb on the wall)
6.		change some textures (i like the rock but others dont {sod em})
7.	done	find and kill that b*$^*£d brush (brush plane no normal)
8.		fix the textures in the corridors that lead to the arena pit
9.		make the corners rooms more WOW
11.		turn the corners into towers
12.	done	make some pillars raise from the arena to create a race track
    	:-?	Ben Hurr eat yer heart out :P
13. 	done	put in the council room and connect it via a teleporter somewhere
		have it above the main arena
14.	done	put in another bot in the other corner room <supprise some 
		bugger :D :-?a shadowtrooper:D:-?>
15.		BOT MAPPIN :(( <if i knew how :))>
16		put a rail around the riasing columns <to prevent short cuts in races :))>
17		sort the texturing and ramps in the red n blue bits
18		put some sounds in for the doors :))
19		:(|) wants Evil Keneival ramps :)) odd fellow :))
0.		.......

Technical gumpf

New Sounds/Music        : YES (the tune is The Hitchhickers Guide To The Galaxy theame)
New Skins               : NO
New Objects             : NO
New Textures 		: YES (i pinched some of Yoset's n made one blue :P)

Build time (I DONT KNOW :)) seems like forever :)) but 
time what is time (the mappers conundrum :D))
<its forever getting updated :P>

748 total world brushes
      398 detail brushes
     1251 patches
      496 boxbevels
       12 edgebevels
      255 entities
     2946 planes
        0 areaportals
Size: -1600, -2120, -3968 to  1984,  2760,  -768

 59379 vertexes illuminated
    11663 lights plane culled
    57953 lights envelope culled
        0 lights bounds culled
   340137 lights cluster culled
--- StoreSurfaceLightmaps ---
   432291 luxels used
   557056 luxels stored (77.60 percent efficiency)
      796 identical surface lightmaps, using 192537 luxels
        0 vertex forced surfaces
        0 vertex approximated surfaces
       34 BSP lightmaps
       34 total lightmaps
      178 unique lightmap/shader combinations

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Registered 5th March 2004

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