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ONS-MBB-Weapon_Outpost_V3

Posted: Sat May 12, 2007 4:11 pm
by }TCP{Marcin.B.BlackT32
Hi! I have finally finished third version of my ONS-Weapon_Outpost. Sorry for the bugs, I didn;t fix coz propalby I forgot to fix em. It isn't some great map , but I think it should be much better than previous Weapon_Outpost.
Changes:
-Better look fo all map
-Added 6 new Power Nodes
-Added hole connecting two base buildings (in blue and red base)
-Little changed vehicle placement
-Added secret room ^^. Look for a hole in wall to find.

Im not sure about making more versions of this map, coz I think I should start some new, beter ONS map :). Anyway I hope that you're gonna like it :).

Here is the link:
http://www.speedyshare.com/709141611.html

Posted: Sat May 12, 2007 4:51 pm
by }TCP{Carnage

Posted: Sat May 12, 2007 5:18 pm
by }TCP{Coco
Hi Marcin!

I tried the map locally on my PC, but there seems to be an error in it (or maybe there's something wrong with my installation). When the game started, I had no nodes, no cores and no vehicles in the map. I made a screenshot for you to check out (also notice the map in the upper right corner).

Coco.

Posted: Sat May 12, 2007 5:40 pm
by }TCP{Snowbird
Could be MBB forgot to put in the link setup?

Posted: Sat May 12, 2007 9:49 pm
by Kobra
my guess is that the main gametype isnt set to 'Onslaught' ^^

Posted: Sun May 13, 2007 6:01 am
by }TCP{Snowbird
Yeah, I guess you are right.

***edit***
Nope, I was right. No link setup. And MBB, there are a few mistakes, like floating "chargers", that you should fix. :-)

Posted: Sun May 13, 2007 7:19 am
by Kobra
hehe, how could you forget to set the link setup ^^

Posted: Sun May 13, 2007 9:00 am
by }TCP{Marcin.B.BlackT32
What?! I have tested map before I have played it and everything was ok O_o.
EDIT: OK I think it should be fine, now, so Carnie please replace file with this one OK? :)
http://www.speedyshare.com/709141611.html

Posted: Sun May 13, 2007 6:45 pm
by the_kay
Very nice map Marcin! :)

I like it ;)

Posted: Mon May 14, 2007 12:52 pm
by }TCP{Coco
Hi Marcin!

Great work, mate. I like the new version. It's nice that you implemented the idea with the tunnel between the core buildings (although the teleport makes it a little redundant). I also like the fact that the buildings at the nodes 2 and 4 are open at the backside now (see the appended screenshot for node numbers). The nodes in there will be harder to defend, but it offers interesting possibilities for the attackers. The new rooms in the central hill with the nodes 6 and 7 in them are also nice. Good idea. :-)

However, there are some things I noticed that should be considered to be improved in my opinion. I hope you take it as positive critic. :-)

- It's nice to have the new nodes 8, 9, 10 and 11, but in the way they are currently linked, they are completely redundant. There's absolutely no tactical reason to get them, because they only link two nodes that are linked directly already. Here are two suggestions how to resolve this:
1. Create a connection between 8 and 9 as well as between 10 and 11. This way, if for example 2 and 5 are heavily guarded by the enemy, you could take 4, 11 and 10 to finally reach 3, which would be impossible otherwise.
2. Create connections between 8 and 11 as well as 9 and 10. This would add interesting alternate ways to attack.

- I don't know what the reason is, but I find it very annoying that you can get stuck with flying vehicles like the Rator or Cicada if you enter buildings with them and get close to a wall or other inside objects. Sometimes, for non-visible reasons, the vehicle just sticks somewhere, making it impossible to move anymore (just try to enter the core room with such a vehicle and you know what I mean). I experienced the same problem with a raptor in the new rooms near nodes 6 and 7. As I said, I'm no mapper and don't have a clue why this happens, but as a player, this is just bad. Maybe, one of our other competent mappers like Frank or Meledictum have an idea how to solve this problem.

- I was a little confused, when testing the map, that in one situation, node 1 was displayed as locked, but still could be activated and loaded. Any idea how this can be? (See the screenshot to see what I mean)

- Finally, just some small cosmetics: I saw you added a new little crescent-shaped wall at the backside edge of the core room at around half the height of the building. While flying around there before the match started, I noticed some ugly clipping errors which made it hard to understand the real shape of the wall. Just from the backside perspectice, it was displayed correctly. Maybe, this can be fixed as well?

As you can see, the latter two points aren't really important. Altogether I can say: great work, Marcin. It's nice that you keep improving this map.

Coco.

Posted: Mon May 14, 2007 1:01 pm
by }TCP{Marcin.B.BlackT32
Thanks for opinion. Its nice that you have noticed many things and give suggestiosn. It will help me to make better underversion of V3. So propably I ll call it Weapon_Outpost_V3.2 :).
About the link setup: Yes ure right, by even at the current stare Carnie can change link setup. Just paint your link setup idea ;).

Posted: Mon May 14, 2007 6:05 pm
by }TCP{Snowbird
Hey coco, I am not sure what you mean with the node being inactive in the radar, but active on screen. This really can not be. You have stiked my curiosity. In the screen shot, I can not see anything. I am now on my computer, and will check this out.

Posted: Mon May 14, 2007 6:18 pm
by the_kay
}TCP{DAFrank wrote:Hey coco, I am not sure what you mean with the node being inactive in the radar, but active on screen. This really can not be. You have stiked my curiosity. In the screen shot, I can not see anything. I am now on my computer, and will check this out.
I couldn't find anything unusual on the map, either.

1 is locked because the enemy can't attack it (he hasn't got 4 or 2). It doesn't mean red can't use this node it just gives a hint to reds that this node is safe...

Posted: Tue May 15, 2007 8:02 am
by }TCP{Coco
Hi!

Oh yes, you're right. :oops: I thought, I had it on the screenshot. What I'm talking about is that the middle node (node 1) was white and had a lock symbol, although I had taken 2 already (I was on red). Then I wondered, if 2 wasn't connected to 1 anymore when suddenly one of my bots took 1 and it turned red.

I tried to reproduce the situation, but I can't get it anymore. So maybe, it was just a general error of UT2004 itself. :-( If it ever happens again, I'll try to make another screenshot. Happily for now this means that Marcin doesn't have to care about it. :-)

But Frank, maybe you can help Marcin with this problem that vehicles can get stuck near walls, etc. I know that he deals with this problem from the first version already, didn't you, Marcin?

Coco.

Posted: Tue May 15, 2007 9:05 am
by }TCP{Wolf
I believe the wrong radar icon is an ONS bug, I get it all the time, usually EVERY node appears locked on my radar regardless of the game situation, so I always ignore the symbol and look at the color of adjacent nodes...