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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Kobra
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Post by Kobra »

it seems like you finished your work faster than it actually need ^^
the map looks really good, and it seems to have a nice gameplay.
and i also like the decoration you chose.
i just played it 5 min online but i noticed a few little things you might change:

- the weaponlocker have not enough guns/ammo and there were also some lockers without any gun at all.

- you edit the display of one of your teleporters so that you can see the Teleporter Icon Ingame.

- somewhere on the map is a dead PowerNode, you probably forgot to delete that one.

- and one more thing, when you fall into the river there seem to be no escape. suicide is the smartest thing you can do when you felt in it. maybe you can put there some damage zone so you die directly when you fall into the water.

Fazit: pretty nice map, but needs more fine tuning (and a TCP LOGO!) :)
SLAPHEAD
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Post by SLAPHEAD »

Hi Frank.
Played your map for the first time tonight,very nice:)
Any chance of adding a few more defence turrets at the powercore.
}TCP{Ramses
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Post by }TCP{Ramses »

Well I'm noob at ONS so I have difficulty in all maps at the moment. For me though the map could do with some more vehicles maybe, I spent a lot of time on foot and it's a BIG map to hike :) ... though like I said I'm noob and have no idea of ONS map subtleties.

Also it was difficult to defend the base when the other nodes were taken because u spawn in a room with no weapons and have to get past enemy tanks n stuff in the second room to get to them, but its also difficult for the invader to wade through the respawning bodies. Could maybe move the weapon rack and/or provide a second way out of the spawn room ?

Otherwise it looked good and played well like Kobra said :D
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}TCP{Snowbird
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Post by }TCP{Snowbird »

}TCP{Kobra wrote: - the weaponlocker have not enough guns/ammo and there were also some lockers without any gun at all.

- you edit the display of one of your teleporters so that you can see the Teleporter Icon Ingame.

- somewhere on the map is a dead PowerNode, you probably forgot to delete that one.

- and one more thing, when you fall into the river there seem to be no escape. suicide is the smartest thing you can do when you felt in it. maybe you can put there some damage zone so you die directly when you fall into the water.

Fazit: pretty nice map, but needs more fine tuning (and a TCP LOGO!) :)
Thanks man, I am not sure which lockers did not have any guns in them, but I plan on doing alittle more work on it. I was just getting tired of everyone being done with their levels and mine is just creeping along. I had forgotten about the one dead node. Thanks for bring it up. The teleporters was a good catch. I totally forgot to make those invisible again.

The water is actually wasted memory. I was going to do something with the water, but it did not work. I may delete the water volumn and make it ice. To get out I will build stairs half way through and 1/4 way through, so that the player can get out, and then put a vehicle at the top (Manta?) so that the distance between the nodes will be less of a walking hazard.

That is something else I wanted to do and did not get to it. The distance between nodes is to large to walk it. I want to put vehicles (gas stations/some type of building) inbetween.

Thanks guys for testing this out. I will do my best to get this on its feet, and I hope that it was fun to play. I now have a few questions.

How did it play as far as speed? Was there any drag? I have a few High detail textures in there, that may slow the game down, but if it is fast, then I will leave them.

Did you notice the billboard? I made that because I did not have one of the TCP originals to put in it.

What about the TCP opening screeny. Does that happen automatic? Or do I have to put it in as an animation?
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}TCP{Snowbird
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Post by }TCP{Snowbird »

}TCP{SLAPHEAD wrote:Hi Frank.
Played your map for the first time tonight,very nice:)
Any chance of adding a few more defence turrets at the powercore.
Thanks, and yes that is coming. It is needed. Car pointed that out to me the other day, and I never got there. This is actually just to get this thing out there before I turn 90 and noone is interested anymore. Now with you guys givign feed back, I have more energy to continue on. :-)

Nice to hear from you again. You have been away.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

}TCP{Ramses wrote:Well I'm noob at ONS so I have difficulty in all maps at the moment. For me though the map could do with some more vehicles maybe, I spent a lot of time on foot and it's a BIG map to hike :) ... though like I said I'm noob and have no idea of ONS map subtleties.

Also it was difficult to defend the base when the other nodes were taken because u spawn in a room with no weapons and have to get past enemy tanks n stuff in the second room to get to them, but its also difficult for the invader to wade through the respawning bodies. Could maybe move the weapon rack and/or provide a second way out of the spawn room ?

Otherwise it looked good and played well like Kobra said :D
Rams, you are quite right about the vehicles and the core. Thise are 2 big mistakes that I should have corrected before I posted. I am not sure what to put in the core room, but a way out would be a start. That happened to me also, when I tested. I got stuck in the core room and nothing there to defend my self with. (also a problem with Battelfield)

I am fixing it and hope to get an update out this weekend. Thanks for the comment, and if you have more, please tell me.
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}TCP{Carnage
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Post by }TCP{Carnage »

I also found a little bug m8 :)
pics are on the botom of this post

As for other texture issiues i didn't realy find any more then that
As for how the map played fps wise i had nothing to complain it was usualy around 50 /60 so even for my card / system that was quite good :)

The gameplay / weaponlockers / vehicle placement could do with some work though (all my oppinion so if u disagree don't use it) :)

Lemme start at the core

The first problem i found there is when the other team had the 2 nodes left and right linking to ure core is that u where basicly doomed .. no way of getting out since there where not enough vehicles around there and nothing close to the core (weaponlockers).
The only thing that seemed to work well is just drive ure own tank down and protect the entrance and heal the tank with 3 or 4 people .. but this just prolongs the game and doesn't realy add anything to the comeback idea .

Now what i had in mind was perhaps place at least 1 or 2 weaplockers near the powercore and perhas even a manta and a scorpion
that way when they are attacking ure core entrance u still have a chance to get out with some vehicles and destroy the 2 on the sides.
Then perhaps also add some sort of teleporter that will zapp u to the top of the base (where the unused node is) and perhaps place some vehicles there too ( preferably 2 fast ones and perhaps 1 tank) so u can at least fend off the onslaught :) , would not be a good idea to make the teleporter work both ways .. just out would be best .

That sofar was the problem i found at the core and i thing these modifications will drasticly change the gameplay.

Then the weapon lockers

Well obviously u forgot to fill one up (as kob pointed out) no biggy there just toss in some asmd / flak and avril

As for the 2 possible lockers at the core they would realy need some asmd in there and definatly avrils too that way even foot people can defend the core a little better . as for all the other lockers i think an asmd is never a bad thing to have in there as is the avril and of course the all important link gun , perhaps just mix the fillings up a bit with some rockets and other goodies .. there is no such thing as too many guns :)



Well i think this about sums up my thoughts
But apart from the minor bug(s) and the filling of the map (lockers vehicles) i think it will make a realy great ONS map it was nice and big so people would have the chance to kinda do their own thing and i realy liked the hidden core idea (not to0 hidden but always defendable as a footsoldier with the right guns of course)

Hope it helps a bit m8 and keep up the good work

ow no u don't need to do anything for the splash screen it's on the server and not in the maps

Cheers
Car...
Last edited by }TCP{Carnage on Tue Jul 11, 2006 7:59 pm, edited 1 time in total.
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

By the way: Can you tel me how do teleports and how make destinations for them?
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}TCP{Snowbird
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Post by }TCP{Snowbird »

Thanks guys for the detailed input and yes, this is what I was looking for. I did not realize that the weapons were not enough. I will definately put in a bunch of asmds and a few others. I started to work on it yesterday, and then had to give up after about 20 minutes. I will look at it and try to fill in all mistakes and try to get it back to you this weekend.

The coreroom is a problem, and I will have to rebuild it. I know why it is doing the vanishing wall trick. I vertex edited the outer 2 walls, so that the wall would be straight, and it just isn't working. I want a tube that will suck players out and throw them on the top of the mountain, and this will help them getting out of the core area.

To MBB:

teleporters work alittle different than other things. set the "Tag" in the events field to the name of "this" teleporter. go all the way down to the "teleporter" field and set the "URL" to the other teleporter's "tag". If you open my level and look at its properties, you will see what I am talking about. :D
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

OK thanks. Soon maybe Im gonna download your level. To teleports: I used tutorial and did it another way. I used usetrigger and scripted trigger and set acions, so I can teleport to place when I stand in right place and press enter. BUt that trick works only in one way, so I will you use your helpful tip. After few moments:I tried it and it works. Thanks again.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

that was the "harder" one. Do mine. It is quick and works in most cases. 8)
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

I did yours. My teleports leads to few secret rooms. Anyway Frank what emitter should I use for teleporter? Because I have only pads but no emiterrs of "teleportation field".
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}TCP{Snowbird
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Post by }TCP{Snowbird »

I did emitters awhile back, but do not know what one I used. :!: An idea :!: Look at one of the other Profi levels, and find an emitter that you like, copy it and put it on your level. You should of coarse give credit to the person who made it.
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

As an emitter I used decorations/flak glow.
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}TCP{Snowbird
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Post by }TCP{Snowbird »

Well guys, it is finally in, up and running. PLP have tested it out and, of coarse, there are a few final things to be added, subtracted and blown to bits. I had a few comments on the textureing. It should have a few more colors in it. The Power core rooms have to enlarged. And the weapon lockers need more weapons. Other than that, it should be good to go?!?!
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