ONS-MBB-Weapon_Outpost_V2

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}TCP{Marcin.B.BlackT32
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ONS-MBB-Weapon_Outpost_V2

Post by }TCP{Marcin.B.BlackT32 »

OK I finally finished second version of Weapon Outpost. Put it to server Carnie plz. Now it gameplay should be better.
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}TCP{Coco
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Post by }TCP{Coco »

Hi Marcin!

Cool, I'll try it as soon as possible. I'm very anxious to see it. :-)

Coco.
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Post by }TCP{Coco »

Hi Marcin!

As promised, here are my comments to your ONS-Weapon_Outpost_V2.

First of all, I must say that without exception, every change that I noticed from V1 is really positive. Most noticable, the overall look of the map. The fog, the new trees and the higher mountains produce the feeling of real terrain whereas V1 looked more like a computer level. Also, the roof of the central building isn't that flat anymore because of the satellite/radar thing you added. The same counts for the scoop shaped building that you added at the bases. All very positive! Ah, and the music/volume is good now.

I also noticed that you really added some jumppads. This is also an improvement, thank you. :-) There are two things that I would suggest:
1. The jumppads don't point in the direction where they push you. As I see it, they point vertically towards the sky. That's confusing, because you don't know where you get with them. Did you see the pads in ONS-Echo-103[ECE]-beta3? You can check out what I mean if you see them there.
2. There are two pads in succession in both directions as far as I can see. The second one just pushes you towards the hill where you still have to climb and run quite far to reach the node. Maybe a better target position or a third pad would make more sense.

Apart from this, I would suggest the following:

- The base building that does not contain the core still looks a little plain. You should do something to it, if possible.

- There are unused areas between the two hills that are located between each corner node and the two ones at the sides in the middle. I would add something useful there, because otherwise, no one will ever go there. Maybe, armor or another nice pickup would do well. I hope you know what places I mean. I try to make a sketch for you to check out:
* .. B .. *
--- .... ---
P ........ P
--- .... ---
* ........ *
--- .... ---
P ........ P
--- .... ---
* .. B .. *
Here, B means base, * is a node, --- are hills and P is the unused location where I suggest pickups. Got it? (The dots are just placeholders, because space sequences are compressed in the forum - the picture might not be correct if you use another font)

- I found some errors and made screenshots of them (see attachments).

- As we both experienced yesterday, the rounds we played in your map qere quite fast. We should keep an eye on that, because you might have to do something about it (remember the fence? :-) ). But I'm pretty sure that the players simply aren't used to the map yet. The other team's defense was poor, especially at the core. So let's just see...

Ok, that's it for now. Great work, Marcin!

Coco.
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

Thx for opinion and all. Loooks like there are still some bugs (they always are :/), but everyone can notice that my is good :). Anyway about defence: It only depends from players, nothing else. We must play it more often, so ppl will know it better. So if you have aoccasion vote for my so ppl will gonna know it well as Storage Facility :).
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Post by PingKing »

nice u must teach me how to terrain
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Post by }TCP{Coco »

Hi Marcin!
}TCP{Marcin.B.Black wrote:Anyway about defence: It only depends from players, nothing else. We must play it more often, so ppl will know it better. So if you have aoccasion vote for my so ppl will gonna know it well as Storage Facility :).
No problem, I'll vote for it. It's fun to play, so I would do that anyway.

I think you are right, the game we had tonight, together with Killer and Slaphead, was very interesting, wasn't it? It lasted until overtime and the other team defended properly. Good game, everything worked well. Just add a few more jumppads and people will love your map. :-)

Coco.
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Post by }TCP{Marcin.B.BlackT32 »

Hehe yeah. I must also fix few bugs and add maybe Scorpions, coz me and my neighbour are playing my map on LAN to do trickjumps, and Scorpion is pretty useful to it :).
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Post by }TCP{Snowbird »

Hi MBB. I finally had a chance to look at your new version of Weapon Outpost. Your level has a chance to be very popular, and when we get the small bugs worked out, it will really be good. So lets start!

The first thing I do when I get a level to test is to rebuild it. I then get an overall look at what the real professional has to say about it, the editor itself.

The screenie is what I came up with. Since you are still rebuilding this, I will not go into much detail. The first pathnode that I clicked on is in the middle of the new bridge that you put in. So I take it, that you had all of your pathnodes(flying as well as ground)in and then made changes to the map.

The one thing that I noticed about Unreal Ed, is that when you put pathnodes in too early, it becomes a pain in the ass. The reason you know. Every time you rebuild or rebuild all, it takes forever to build the paths. So your next map you have already learned, that the paths come last. :-)

Now for the problem solveing, and how to find them. I am not sure that you know that you can use screen that comes up, called the "map check", (the screenie) to locate your problems. I did not know this at first, and kept clicking it away. If you double click on one of the "trouble spots", it will take you to the location of the problem. DO NOT CLOSE THE "map check" screen!!!!

Sometimes, when placeing the nodes, wheather road or normal nodes, they do not line up with the terrain right. You have to make sure that all of the nodes are a bit off the ground.

A good way to see if your paths line up right, is to go to your main window view, and right click on the bar above the view. Now choose "view" and "show paths". You now see which paths are connected right. There are color codes for the paths that are connected right. When you get this far, and are confused, right back to me.

You havae several jump spots in the air, and to tell you the truth, the only reason that I can see for this is to have them jump in that direction. The lift centers/exits are another thing that you can not please the editor about all the time. Make sure that your lift centers are centered on the lift and the exits are on the edge of the bottom or top so that there is a straight line linking them. This is a small problem and can be over come.

I have not looked at the level in detail yet. I am sorry for that. I have very little time on my hands right now. I do what I can, when I can. Frank


EDIT*** the attachment will come later
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}TCP{Marcin.B.BlackT32
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Post by }TCP{Marcin.B.BlackT32 »

OK Frank thank you. I understand that you are busy last days.
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