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Posted: Sat Feb 17, 2007 12:33 am
by }TCP{Carnage
U can also get the version that ran on the ONS server here
ONS-TCP-ToySoldiers_SE
Cheers
Car..
Posted: Sat Feb 17, 2007 12:35 am
by Kobra
}TCP{Coco wrote: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...
yes i remember what frank meant, i will try to put vollumne blocker at every wall
and winterstorm is made by mister DaFrank himself ^^
Posted: Sat Feb 17, 2007 12:39 am
by }TCP{Coco
Hi!
}TCP{meledictum wrote:As you see, link turrets can make some nodes impossible to capture (I.E. middle nodes on ONS-ToySoldiers). They are just too powerful.
Well, they are powerful, yes, but you have Levis and Redeemers there. So there are possibilities... In the games that I played there, it wasn't easy, but somehow they always managed to do it.
Ah, thanks. I wasn't in the forum when this was discussed. Interesting, but I think some things said there are a little shortsighted. Anyway, I can very well understand why Sands of Destruction was removed. This one was awful to play. But Mass Destruction was fun, even if the enemy was trying to spawnkill with the Levis. Somehow, you could always espace in a Cicada and destroy these nasty things.
Coco.
Posted: Sat Feb 17, 2007 5:21 am
by }TCP{Snowbird
I can not delete this?
Then I will write something interesting....
Kobra's map, Toy Soldiers was a nice map, no doubt. There were a few problems because of the size of the level, and the openess of the map. It would not be logical to put fog in, because it is an inside map, so the game has to draw everything from one side of the house to the other.
Blocking volumes will help with tis to a certain degree. We used to put in zones, but in this case, it could make the map slower.
Kobby, open it back up and give it another try. It was a good map, and maybe you can find some tricks to get it back up and running. I enjoyed it also.
Posted: Sat Feb 17, 2007 5:26 am
by }TCP{Snowbird
Posted: Sat Feb 17, 2007 10:56 am
by }TCP{Coco
Hi Frank!
Good job Frank, really. I like to play it!
Coco.
Posted: Sat Feb 17, 2007 1:05 pm
by the_kay
Perhaps scaling the image to a smaller size would help...
I would love to have this map back on our ONS server

Posted: Sat Feb 17, 2007 2:11 pm
by Meledictum
}TCP{the_kay wrote:Perhaps scaling the image to a smaller size would help...
I would love to have this map back on our ONS server

I would love this map back on the server too, but make without link turrets, with new node setup and less flat.

Posted: Sun Feb 18, 2007 1:36 pm
by }TCP{Coco
Hi!
}TCP{meledictum wrote:I would love this map back on the server too, but make without link turrets, with new node setup and less flat.

Without Link Turrets? Nooooo... I like them!
Coco.
Posted: Sun Feb 18, 2007 2:24 pm
by Meledictum
I made a very cool map, players will LOVE it. It has the best things from Gunshop nad Mass Destruction - mass spawn killing, most of the lockers have redemers, there is a lot of Leviathans and Tanks, its very flat. I suggest putting it on server to proove that a POPULAR map doesn't automatically means DECENT map. Link to download:
From Rapidshare.com:
http://rapidshare.com/files/17057881/ONS-Gunshop2.rar
Like the oryginal Gunshop, this map has some serious ballnce issues, like Shock Rifle available only on one side of the map.
Posted: Sun Feb 18, 2007 3:38 pm
by Kobra
lol mel,
this map is a poor disapointment for a guy who built a map like arathaia before.
you just edited the gunshop by deleting some stuff.
have you even test played ur map? or maybe you just uploaded the wrong version of ur gunshop2?
after seeing this im no more sure if ur the real mapper of aratheia man x_x
anyway, you even forgot to setup the gametype.. without setting the general gametype this ONS map starts a DM map without vehicles and nodes :p
please tell me you uploaded the wrong version! :0
Posted: Sun Feb 18, 2007 5:17 pm
by }TCP{Coco
Hi!
Hehe, I haven't seen this map yet, but from what he writes, I think it's just a quick hack to demonstrate that people really seem to like maps that are bad in several aspects. Just take it as irony or sarcasm.
Coco.
Posted: Sun Feb 18, 2007 5:58 pm
by Meledictum
}TCP{Kobra// wrote:lol mel,
this map is a poor disapointment for a guy who built a map like arathaia before.
you just edited the gunshop by deleting some stuff.
have you even test played ur map? or maybe you just uploaded the wrong version of ur gunshop2?
after seeing this im no more sure if ur the real mapper of aratheia man x_x
anyway, you even forgot to setup the gametype.. without setting the general gametype this ONS map starts a DM map without vehicles and nodes :p
It took around one hour to make this.

I just want to prevent comeback of Mass Destruction. Some people think that if the map is often played its a good map. (CARNIE! :PPP) They don't understand that you CAN'T have a good ONS map without shock in each base (Shock Rifle is your basic weapon in ONS, it's good against tanks, raptors, cicadas, mantas,
scorpions, enemy infantry).
It's very possible that players would often vote for this map, because some of them can't play without Leviathan or Ion Tanks. (I.E. that "lidl" guy).
}TCP{Kobra// wrote:
please tell me you uploaded the wrong version! :0
That was the correct version.

And don't afraid, it wasn't anything serious.

Posted: Sun Feb 18, 2007 6:20 pm
by }TCP{Carnage
U are missing the point Mel
It does not have to be a good map in order for it to be fun .. that's what it's all about
Posted: Sun Feb 18, 2007 7:04 pm
by Meledictum
}TCP{Carnage wrote:U are missing the point Mel
It does not have to be a good map in order for it to be fun .. that's what it's all about
But you can have much more fun on a good map.