Franks ONS-Ultimate Winter World

If u have any maps u made or just some u think are worth sharing Post em here
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Franks ONS-Ultimate Winter World

Post by }TCP{Snowbird »

OK, I have studied, learned, worked, and sweeted over learning the ONS world. I wanted to creat a world (just like everyone else) That will make PLP's mouths water to play. It has to be challengeing, artful, and fun. I now understand that we only have one life to live, so this is what I have to give. :-P

Not much but a beginning. I started this about a month ago and was not really sure where this was going. I had the idea from a guy who needed a few boats for his map. I thought, "Boats, hmm" than came river to mind. And after river came draw bidge, (also from another designer that I helped). I wanted to put a super vehicle in container that would open up under the draw bridge, when one of the power nodes were built. OUCH!!! Good idea. but not in this life time. So i settled for a three draw bidge level.

Now it is up to you to help me. Like I said, life is just so short. I have started with the decoration, and need your help to tell me what comes next. A building here or a teleporter there. Ang, Kobra, Car, Wolf, slap,Cat...and everyone else, like Diehard and Van that read theese forums from time to time. I need input. Lets make the ultimate level. 2007 is around the corner, and I do not want to be left in the dust when it comes. Frank

Download the Latest Version of FranksWinterland Here !! (13-10-2006
Last edited by }TCP{Snowbird on Mon Jul 10, 2006 5:41 pm, edited 1 time in total.
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Post by }TCP{Carnage »

Allrighty then i been thrue it a bit and here are my thoughts

1 : Perhaps the powercore could be hidden in/under the mountain .. this looks like it will be very easaly attacked from the air

2 : Perhaps some stars / moon .. something like that .. the sky looks realy blackish :)

3 : The bunkers u made could be a little lighter and perhaps have some sort of superweapon in it .. and perhaps some nice advertiement inside :P (i'll post a pic too so u can see which one's i mean

4 : The nodes at the drawbridge .. i think they would be better placed behind the mountains a bit so they are not in clear sight

5 : some turrets placed on nice positions will always do nicely

6 : Perhaps some trees placed here and there ... maybe even some frozen/non frozen water

But sofar i certainly thing it has potential i like the nodesetup like this perhaps u could concider even making 2 linkingt points so that way they could for example change the setup if a map is won .

My 2 cents

Cheers and keep up the good work

Car...
Patience Is A Virtue
Anger Is A Gift

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Post by Kobra »

i already saw your map before, and now you added some deco and really nice chosen.
but one thing i dont like is the unnatural kind of some hills, i think they would look more realistic if you smooth the edges more.

one thing i could do for you is makin some concepts of node-station. :)
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Post by }TCP{Snowbird »

OK Guys thank you for the inpput. I know about most of the things like lighting and buildings for the power core. What I need is a good idea for a building. I looked through the S.Meshes and could not really find one. I guess I will have to make one. I want to put in either hanging Lights, or street lights near the building in the top, so that should take care of that. I may even make more buildings, 2 or 3 on the top. I was also thinking about what Cat said the other day. Having a dark map, so that you can "See" the headlights better on the vehicles. The snowy background would be a good contrast and maybe I could let it glow Blue, like a cold winter night.

The Moountains, hmmm. I really do not like the way they just stand there. I was going to smoothen them out alittle, but thought that If I put some white boulders on the bottom... and retexture the faces....hmm. OK guys, thanks and I will keep you updated.
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Post by }TCP{Carnage »

Well i personal don't think darker map would'nt be a good idea since u only see those with texture detail set higher .. they don't show up at normal and lower
Patience Is A Virtue
Anger Is A Gift

Unreal 1 - 32 slot 227h- }TCP{ Funhouse #6 [MonsterMash !!][url=unreal://95.170.68.21:8218]-:: Go There ::-[/url]
Unreal 1 - 8 slot 227f - }TCP{ Funhouse #7 [TeamArenaMaster !!] [url=unreal://tcpclan.nl:8888]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #1 [TAM / Freezetag] !! [url=ut2004://95.170.68.21:8318]-:: Go There ::-[/url]
UT2004 - 32 slot }TCP{ Funhouse #2 [Freon Madness] !! [url=ut2004://95.170.68.21:9118]-:: Go There ::-[/url]
UT2004 - 2/4 slot }TCP{ Funhouse #3 [1vs1 or 2 vs 2] !! [url=ut2004://tcpclan.nl:7777]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #4 [ONS/TAM/AM/Moso 12p] !! [url=ut2004://85.17.208.88:7777]-:: Go There ::-[/url]
UT2004 - 8 slot }TCP{FunHouse #5 [TAM/1on1-DM] !! [url=ut2004://46.228.201.243:7777]-:: Go There ::-[/url]




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Post by Kobra »

}TCP{Carnage wrote:Well i personal don't think darker map would'nt be a good idea since u only see those with texture detail set higher .. they don't show up at normal and lower
true
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Post by }TCP{Snowbird »

The textures should really stick out like in a real winter night. I never really played with the lighting in the texture itself, but I guess you could set it up as lighter and another color, orrrrrrr, hehe, you could use the sun to set off a blue glow? I have already started to smothen out the mountains and it is really getting there. TIME!!! :roll:
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Post by }TCP{ZzCaT »

The darker map idea is actually based on a few other thoughts.

On a design level, less general lighting makes special places on the map stick out, because they would be lighted different or brighter. Most onslaught maps are very poorly lighted. A mapwide light 'soup' with some fog is all you're going to get mostly. I'd like an onslaught map that is lit like a good DM map.

Classic infantry, the foot soldier, has a better chance against all these vehicles on a darker map because he can hide himself better. This would change the tactics on the map dramatically. It would be possible to hide an artillery piece as well if the map permits. I'm also thinking trenches and fortifications here.

I'd like to see an onslaught map with a more realistic layout. Battlefield Rilez comes closer than most but it's lit way too bright and there aren't enough places to hide.

ZZ
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Post by Kobra »

sounds nice, but you would destroy the whole gameplay by making the infantry stonger than the vehicles :p
but its not easy to find the right values for the lights and fog, good luck :)
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Post by }TCP{Snowbird »

I aggree with both of you. Being a tanker, and also a veteran :D , I also wanted to do sometihng like that. Although the thought of a dark map hiding players and vehicles is tempting, I really do not think the game play would work. PLP would get discouraged, and would not want to use, say for instance, a tank, if a normal player could kill it. Your idea has merit, but I would suggest not making the level too dark, or just dark in some places. If you made your sun a twillite sun for instance, you would achieve both goals. You showed me in your last level, cat, that I can actually use the sun in the sky box. I want to build terrain in the box now and set the sun on the lower side of the mountains. It would have to be on the left or right of the level, not behind a power core. That would set the balance off.
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Post by }TCP{ZzCaT »

I wouldn't want the map to be completely dark. But somewhat of a nightfall would be nice. Red sunlight coming from a low angle, long shades, that kind of thing. And indeed some fortifications around power nodes where infantery can hide (when crouched) and fire their AVRILs when standing up.

I would just like to create a more realistic battlefield. Somehow I just can't imagine that in the future soldiers will be overrun by the enemy on hovering bikes.

ZZ
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Post by }TCP{Snowbird »

We are working on it!!!! :D :D
Last edited by }TCP{Snowbird on Mon Jul 10, 2006 5:42 pm, edited 1 time in total.
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Post by }TCP{Snowbird »

OK, I have been able to work on this alittle bit more and have come up with a few good ideas and the level really works good.

However, at the rate I am going, UT 2014 will be here and my map will be obsolete. II have given my best and am now asking you guys to get ready. All designers and non designers, I have until 11:00 o'clock tomorrow morning, to get his thing as far as I can. Than I need YOU to help me get it done. I hav played with bots. It is palyable, but the Deco is not right yet. I need:

1. Textures that fit around the cores.

2. The area around the "outside building" is being avoided. I need something in there. Power node or something of interest.

3. ALLLLLLOOOOOOOOOTTTTTTTT of input on the map itself, if it is playable.

4. Decoration. In, on around the map. I just spent 3 hrs putting in 3 trees. ( Not really, but it is really taking too long)

I am going to work on the fog. It is not dense enough. You can see one power node from the other. Also, the vehicle placement, and the art of vehicles need to be changed.

The trees should be done tomorrow. You do not have to change anything in this one. But I am really running out of time and want yo to see this, so that I have an idea if I am doing it right. :wink:

Give this a try. It is totally Bot friendly. Put your bots on HIGH and see if you can beat them.
Last edited by }TCP{Snowbird on Mon Jul 10, 2006 5:42 pm, edited 1 time in total.
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Post by }TCP{Snowbird »

OK, now part 2
Last edited by }TCP{Snowbird on Mon Jul 10, 2006 5:43 pm, edited 1 time in total.
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Post by }TCP{Carnage »

Allrighty Frank here goes :)

First off i must say this looks like a realy promising map and i like the nodesetup too , allthough perhaps some variaty at the center bridge would be better for more players this way there will be 2 or more ways to connect the nodes , this prevents the choke nodes and it could end up like gunshop and the battle for node 3 :)

with that said i found 2 small bugs in the map (should be on the botom of this post)

Then the lack of weapon lockers at the base (cores) there definatly need to be some there and perhaps a turret or 2 won't be bad either
Then i also found that u have put the redeemers in the little buildings wich is a nice touch but i think it would be better to just place the deemer there and not add it to a locker , this way it will spawn way to quickly and it will be a deemer fest

I also saw a dragonfly :shock: looked prety funny but i could not realy do anything with it yet
i used a raptor to get in and then all i could do was shoot ( but i think u will allready know this)

As for idea's on texture's i can't realy help u there since i dunno what is all available but a nice }TCP{ poster would always be ok 8) or even a pic of me haha

As for the vehicles i think this map will need at least 2 or 3 raptors and ditto manta's since it is quite big and it would be nice to get around quickly :)

Well that's it from me sofar will report back when i find something else or think of something else

hope it helped a bit and keep up the good work
look very promising sofar :rockon:


Cheers
Car...
Patience Is A Virtue
Anger Is A Gift

Unreal 1 - 32 slot 227h- }TCP{ Funhouse #6 [MonsterMash !!][url=unreal://95.170.68.21:8218]-:: Go There ::-[/url]
Unreal 1 - 8 slot 227f - }TCP{ Funhouse #7 [TeamArenaMaster !!] [url=unreal://tcpclan.nl:8888]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #1 [TAM / Freezetag] !! [url=ut2004://95.170.68.21:8318]-:: Go There ::-[/url]
UT2004 - 32 slot }TCP{ Funhouse #2 [Freon Madness] !! [url=ut2004://95.170.68.21:9118]-:: Go There ::-[/url]
UT2004 - 2/4 slot }TCP{ Funhouse #3 [1vs1 or 2 vs 2] !! [url=ut2004://tcpclan.nl:7777]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #4 [ONS/TAM/AM/Moso 12p] !! [url=ut2004://85.17.208.88:7777]-:: Go There ::-[/url]
UT2004 - 8 slot }TCP{FunHouse #5 [TAM/1on1-DM] !! [url=ut2004://46.228.201.243:7777]-:: Go There ::-[/url]




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