UT2k4-Map-Pack

If u have any maps u made or just some u think are worth sharing Post em here
User avatar
Meledictum
Posts: 269
https://www.facebook.com/warszawa.kuchnie.na.wymiar/
Joined: Wed Jun 21, 2006 8:51 pm

Post by Meledictum »

}TCP.tr{Ghost wrote:what I think is that alot of maps should be removed..maps that are really never played..cuz they are there..
Quote for truth. The same thing should be done to ONS server map list. Some maps are crap (by saying "crap" i mean: maps with choke node setup, without shock near the core, lack of link ammo in the lockers), and when they got voted most of the peeps on the server just leave. :/ (of course after 10 minutes of playing them server is full - you know, slot is a precious thing. :P).
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Hi!

If maps that are rarely played are really removed, there would maybe be 5 or 8 left only. I haven't seen more than 10 maps maybe, since I started playing on the TAM server - just because people seem to love playing the same maps again and again. No chance to vote another one. If I do, someone suggests DM-Rankin or DM-Campgrounds and immediately 5 others vote for it as well, just because they know it.

If there are only the often played maps left on the server, there's also no chance for a new map to get any attention, because people stick to what they are used to. It's just the same with ONS-Torlan at Onslaught. Did you know that there are many :!: Torlan only server on the internet, running this only map all day? That's ridiculous...

Coco.
}TCP{Ramses
Posts: 3754
Joined: Sun Feb 02, 2003 12:09 am

Post by }TCP{Ramses »

Yeah we had the same problem in Unreal with Deck16 :cry: I grew to hate that map because it was played too much. I like the Deck17 in 2k4 better, less choke points in this version :)
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Hi!

Maybe, we should perform an internal voting for all the maps that are currently on the server. Maps that get 50% of the votes stay there and the others are removed.

But on the other hand... if maps aren't voted (often) anyway, why not just leave them there?

By the way, why were ONS-MassDestruction and ONS-}TCP{ToySoldiers removed? Was it really just because of the Link turrets? I really liked them! I keep getting questions about these two maps every now and then when I play on the ONS server. There are quite some people who'd like to have them back.

Coco.
User avatar
}TCP{Carnage
Posts: 4597
Joined: Thu Dec 19, 2002 5:22 pm
Location: Nightbar Rooie Ooren
Contact:

Post by }TCP{Carnage »

Toysoldiers was taken out because it did not run good when the server started filling up .. and with not good i realy mean bad
For mass basicly because the people where endlessly whining to remove the map
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]




Open Source Beer
The }TCP{ Website
}TCP{Cloud
Posts: 1149
Joined: Mon Aug 16, 2004 5:02 pm
Contact:

Post by }TCP{Cloud »

No problems here, started Instant actio game to try it and i aw it on bottom of the map list.

And map loads fine etc.
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Hi!
}TCP{Carnage wrote:Toysoldiers was taken out because it did not run good when the server started filling up .. and with not good i realy mean bad
Oh, too bad. :-( Who made it? Meledictum?
}TCP{Carnage wrote:For mass basicly because the people where endlessly whining to remove the map
Hmm, it seems there are as many people whinig because of it as there are wishing it back. :-)

Coco.
User avatar
}TCP{Carnage
Posts: 4597
Joined: Thu Dec 19, 2002 5:22 pm
Location: Nightbar Rooie Ooren
Contact:

Post by }TCP{Carnage »

Kobra made Toysoldiers .. but i think he got fed up with all the problems he ran into
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]




Open Source Beer
The }TCP{ Website
the_kay
Posts: 1023
Joined: Thu May 25, 2006 6:24 pm

Post by the_kay »

Image

When it's not on the server anymore - can we at least download it to play it offline?
User avatar
}TCP{Ghost
Posts: 1232
Joined: Thu Jan 25, 2007 1:40 pm
Location: Holland
Contact:

Post by }TCP{Ghost »

Lol was it so good then?
User avatar
Meledictum
Posts: 269
Joined: Wed Jun 21, 2006 8:51 pm

Post by Meledictum »

}TCP{Coco wrote:Hi!

Maybe, we should perform an internal voting for all the maps that are currently on the server. Maps that get 50% of the votes stay there and the others are removed.
Good idea IMO. Maybe we should even discuss every map (yes, i know there is a whole bunch of maps on the server, but... why not? And when people start to understand why you CAN'T have a good ONS map without shock in lockers near the core? :P)
}TCP{Coco wrote: But on the other hand... if maps aren't voted (often) anyway, why not just leave them there?
But do you wonder why they aren't voted so often? Because they are unplayable. When they get voted, most of the players says "oh, its this map... Now i remember it." and leave the server.

}TCP{Coco wrote: By the way, why were ONS-MassDestruction and ONS-}TCP{ToySoldiers removed? Was it really just because of the Link turrets?
As you see, link turrets can make some nodes impossible to capture (I.E. middle nodes on ONS-ToySoldiers). They are just too powerful.
The Toy Soldiers map was removed because it was very laggy, the node setup was choke, it was flat... And peoples were complaining about it.

If you would like to know why MassDestruction and Sands of Destruction were removed, see this topic:

http://www.tcpclan.net/phpforum/viewtop ... 44&start=0
}TCP{Coco wrote: I really liked them! I keep getting questions about these two maps every now and then when I play on the ONS server. There are quite some people who'd like to have them back.

Coco.
But I think there is much more people who won't be happy if these map would be back on the server.
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Hi!
}TCP{Carnage wrote:Kobra made Toysoldiers .. but i think he got fed up with all the problems he ran into
Wow, really? Well done, Kobra. I like the map that much that I think it would be worth the effort to try fixing these issues :!:

Anyway, kay, I can send you the map if you like. I copied it from the cache with an early (shell only) version of my UT2004CacheExtractor. :-) In fact, I have it running on my and my friends' server without any problems. But we're never more than 6 players at a time; maybe that's the difference.

Coco.
}TCP{Ramses
Posts: 3754
Joined: Sun Feb 02, 2003 12:09 am

Post by }TCP{Ramses »

Hehe love the banner Kay :lol:
User avatar
Kobra
Posts: 2418
Joined: Sun Sep 05, 2004 11:47 am

Post by Kobra »

}TCP{Coco wrote:Hi!
}TCP{Carnage wrote:Kobra made Toysoldiers .. but i think he got fed up with all the problems he ran into
Wow, really? Well done, Kobra. I like the map that much that I think it would be worth the effort to try fixing these issues :!:

Coco.
as carnage said the map brought some problems with it, somethings made it lag and im not sure about what exacly made it laggy.. maybe the wall textures were too detailed or other things like hugh stretched brushes...
also the link setup was a hard nut and not easy to solve without any tactics ^^
but if you liked the map so much i will pull it out of my dungeon folder of the lost unreal map souls and try to fix the problem of the lagginess and change the link setup :p
User avatar
}TCP{Coco
Posts: 5622
Joined: Sun Dec 17, 2006 3:05 am
Location: Germany
Contact:

Post by }TCP{Coco »

Hi Kobra!
}TCP{Kobra// wrote:but if you liked the map so much i will pull it out of my dungeon folder of the lost unreal map souls and try to fix the problem of the lagginess and change the link setup :p
Man, that would be great! I really mean this, Kobra, I loved this map.

As for your problem: I have no clue about map making, but I remember DAFrank say something about performance problems that may arise if parts of the map that are invisible from some angle are still calculated because they aren't blocked by some element (don't remember how he called it). Maybe that could help? Maybe some of our other mappers here have an idea? Meledictum, Marcin, Angloid, DAFrank?

Coco.

Btw.: I still don't know who made ONS-}TCP{WinterStorm...
Post Reply