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Ons-TripleSlap Remade

Posted: Wed Jan 28, 2009 5:18 pm
by }TCP{Snowbird
I posted this in the original post, but noone has downloaded it yet, so I am posting it here again. Frank

***EDIT***

The new version is posted further down. It is called ONS-THI-TripleSlap-RC1-TCP7. Download and have fun.

Posted: Wed Jan 28, 2009 5:23 pm
by Apollo
Hey,



Is this the final.
Wait I will just look. :P

Posted: Wed Jan 28, 2009 5:27 pm
by }TCP{Snowbird
This will be the final, if there are no mistakes in it. I did a better job at the mapping part, than the original guy. :)

Posted: Wed Jan 28, 2009 6:21 pm
by Apollo
Hey,


I have tested it. Dam good job m8. :)
Only problem is that, I played with 31 bots and me = 32. :roll:
Fps was 80-90 at the start, got more into the map and it dropped to 30-50. :o
Tryed it with 19 bots and me = 20. :roll:
Fps was 130 at start and then dropped to 60-70.
I dont know wether the original desgin dropped like that, so I will have to look at my fps online next time.
But it plays alot better, and the node settup I changed. So I think admin can do that.


Thanks alot m8, I dont know where we would be without you. :)

Posted: Wed Jan 28, 2009 8:08 pm
by -P-
looks very good Frank! certainly far more interesting than the original....am curious to see how it plays on line :)

Posted: Wed Jan 28, 2009 8:41 pm
by Macca
the map looks awesome and plays great
only issue i have is the bollards either side and in the center by each power core
now either side by the mini guns they stop people getting the tanks down to the core (GREAT)
but you can still get a tank through the center bollards hence you can still get a tank to the enemys core and just spam kill there

that is the only issue i have found with it though great work Frank

Posted: Thu Jan 29, 2009 6:16 am
by }TCP{Snowbird
Thanks for the flowers guys. I was thinking of putting zones in, to help with the speed of the map, but was not sure if they were needed. If FPS keep going down, or the game is laggy, then I will do that.

The tank-stoppers in the middle should have stopped the tanks. When someone remakes the link setup, they can easily move the barricades.

I enjoyed remaking this, and I hope that it works out better. If anything needs to be done, just tell me. Frank

Posted: Thu Jan 29, 2009 11:23 am
by -P-
}TCP{Snowbird wrote:
The tank-stoppers in the middle should have stopped the tanks.
got through there too but if it's easy to fix then OK :D

Posted: Thu Jan 29, 2009 1:27 pm
by }TCP{Coco
Hi!

Yes, Frank, great job indeed! Personally, I think the new rooms are indeed a little big, but that will probably be good for the fighting. It's very good that there are 3 ways from either side, so people won't be able to camp the only way. Btw., was there a Double Damage now? Didn't see one, but I probably just missed it...

I noticed the following problems now:

- The tank can indeed pass the two bollards that should block the middle passage towards the core. You can simply drive it through the middle room between the two bollards. Just place them a bit more closer to each other and it will be fixed.

- The two central nodes (3 and 4) should not not be connected directly, because it makes the ones to the right and left (7 and 8 ) redundant. Instead, it would be a good idea to have two alternate paths over 7 and 8 there, i.e. 3-7-4 and 3-8-4.

- The radar map somehow seems to be uncentered now. In either view (small ingame map or the big one you get with Escape), there's plenty of room to the left while the right nodes are outside the viewing area.

- It would be great if you could fix the bug with the bots driving the tank straight forward outside its spawning-room and as a result have it sticked to the wall beginning outside. When this happens, they simply get out of the tank and leave it there, making it easy for the enemy to hijack it and "unstick" it from the wall again.

With these issues fixed, the map will be great and I will immediately add it to FunHouse #4!

Thanks for the good work, mate!

Coco.

Posted: Thu Jan 29, 2009 3:12 pm
by }TCP{Snowbird
OK, with all these problems coming up, I will get back at it, and fix them. I am sorry it did not work the first time.

Posted: Thu Jan 29, 2009 4:52 pm
by }TCP{Coco
Hey Frank,

these are no real problems, just a few suggestions for improvement. :-) You did quite a good job there already!

Coco.

Posted: Thu Jan 29, 2009 6:33 pm
by }TCP{Snowbird
Well, if the map does not work right, then it is a problem, and thank you for saying that. It helps when someone pats me on the back. :D

I started with the tank blockers in the middle. The hall was so big, I had to put in a third one. It blocks the tanks, and lets the other vehicles through. There is a problem with the bots, though. They are too dumb to get a jeep or Hummer through the bollocks. And when they hit, it causes damage to the vehicles, and then they spend time repairing them. It looks like I have caused more problems this way.

A human can get through, with no problem, this is the only reason, I am giveing this out, right now. I want to help the bots get out of there, with out interfereing with the design, the way it is now. And now to the tanks. I gave the bots a better path to follow, and it really worked, once. As soon as they get out of the "hole", they have to turn left or right, and then to the next bot path. It really did work, but not all the time. Most of the time now, they get out in the open, and then leave the tanks. I think they get confused, and then decide to get out. The level is just too small, for this type of vehicle, but I will get it. ;)

I also redid more of the lighting, and added some boxes in the bigger rooms. I was planing on doing more, but it took me a bit more time, to get the radar fixed. As it turned out, the original mapper made his map off to the right (as seen from the red core), and this is why the radar was NEVER center. Noone ever noticed, because the map was smaller than the area that ithe radar needed. As soon as I made it bigger, It did not fit. SO.... after about 45 min. wasted time, looking for the solution, I saw that the map was not centered on the grid. Now it is. ;)

Give it a try, but it is not done, because of the bots. I will get to this soon. No promises. Frank

Posted: Fri Jan 30, 2009 9:54 am
by }TCP{Wolf
What's all this talk about bollocks here?

Posted: Fri Jan 30, 2009 10:16 am
by Apollo
:thumb: :thumb:
TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY TY
N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1 N1
:P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P :P
GJ M8
:twisted:

Posted: Fri Jan 30, 2009 10:27 am
by }TCP{Snowbird
@ Wolf. I just went along with the crowd. :sayhearsee:

@ Apollo, if that was for the map, Your Welcome. :thumb: I hope it works better now. :)