Ok i opened sunrise in the editor and added to nodes to each tunnel. Weapon lockers and vehicles arent there yet. I added a manta and raptor to the far nodes, and a cicada and manta at the middle one. I believe i added a manta to core. The changes are symmetrical, dont know how the gameplay will be. I need people to be vocal.
BTW just becuase i added a node doesnt mean it will be added to the final map. The admin has a choice to use it or not with the link designer.
ONS-Sunrise
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Part of me wants to ditch the Levi. It's entirely too easy to abuse it on this map, particularly with the old choke point node layout. Too many people are taken to the middle by what Skank likes to call "The Noobish Fascination With The Levi." Although it might play differently if those corner nodes weren't choke points, like alternate paths to the primary or what have you.
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fix the point on the towers. one side when you warp out of the primary you can jump onto the hillside . The other side you can't . Put in some ramps or something.
instead of getting the levi as soon as the node comes up . Add another node , ie Grit nights node levi., this way another node has to come up for the pain in the ass on this small map
instead of getting the levi as soon as the node comes up . Add another node , ie Grit nights node levi., this way another node has to come up for the pain in the ass on this small map

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#1. Add link at cores.
Some other stuff to consider:
-I'm not a big fan of teleporters (teleporting up on top of the arches that overlook the contested corner nodes), and spider mines + teleporters = stupidly annoying.
-Lockers on those contested corner nodes are pretty skimpy if I remember correctly. Beef things up a bit for footsoldiers.
-There should be a jumppad near the primary nodes that launches you towards the bender that spawns behind the hill there. Either that or move the Bender closer.
In general I think you've got free reign with the middle area on this map, since no one should have ever stepped foot in there to begin with. New, interior node locations inside those tunnels could be a nice twist.
Some other stuff to consider:
-I'm not a big fan of teleporters (teleporting up on top of the arches that overlook the contested corner nodes), and spider mines + teleporters = stupidly annoying.
-Lockers on those contested corner nodes are pretty skimpy if I remember correctly. Beef things up a bit for footsoldiers.
-There should be a jumppad near the primary nodes that launches you towards the bender that spawns behind the hill there. Either that or move the Bender closer.
In general I think you've got free reign with the middle area on this map, since no one should have ever stepped foot in there to begin with. New, interior node locations inside those tunnels could be a nice twist.
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ok just had another idea. instead of those warp portals taking you 2 the air drop point, close that off and have the warps take you to a high rise ballon . You can put the center ship for air mars up high. Have the portals take you to the mother ship . Center location low . That gets you 3 more node for nothing but foot fighting . Close the doors to the raptor bays.
I havn't thought this thru yet shooting from the hip .
I havn't thought this thru yet shooting from the hip .

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I def second this! :headbang:
DW_Bomzin wrote:
instead of getting the levi as soon as the node comes up . Add another node , ie Grit nights node levi., this way another node has to come up for the pain in the ass on this small map
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Extra Manta and Scorp at the core.
-Manta, scorp and link + 60 ammo added to core.
-Levi node added, tunnel nodes added. (need lockers)
-Far node lockers beefed up. (flak, sniper, and 5 avrils added) Node has nades, link +60 and mini +100 .
will work on the other issues later. keep the suggestions comming.
-Levi node added, tunnel nodes added. (need lockers)
-Far node lockers beefed up. (flak, sniper, and 5 avrils added) Node has nades, link +60 and mini +100 .
will work on the other issues later. keep the suggestions comming.
Wow, you sure didn't go the way I thought it would go on this one. Nodes added to the tunnels? They were dark and cramped deathtraps before so if you're going to keep this you need to open them up for some more fighting room as well as change the lighting. Are they primaries? That...might be a bad idea if you haven't changed the protection/cover aspects of that area as those nodes will be impossible to retake.
My initial thought on fixing this one was adding two new nodes to serve as new primaries at about a 60 degree angle from the core and old primary when facing outward at the base of the mountain. Add some cover to provide protection from both the core and for the other direction the mountain side should serve well enough. Cut an additional ground pathway in the steep walls to allow for more access to the central fighting area, maybe a jumpad to allow for footsoldiers to get up on the cliff.
The idea for the Levi with an additional node sounds ok, but I'll have to see the specifics of how you did it to tell if it will really work. Kinda hard to do this without screenshots or a download link. Care to share either or both so commenting is easier?
My initial thought on fixing this one was adding two new nodes to serve as new primaries at about a 60 degree angle from the core and old primary when facing outward at the base of the mountain. Add some cover to provide protection from both the core and for the other direction the mountain side should serve well enough. Cut an additional ground pathway in the steep walls to allow for more access to the central fighting area, maybe a jumpad to allow for footsoldiers to get up on the cliff.
The idea for the Levi with an additional node sounds ok, but I'll have to see the specifics of how you did it to tell if it will really work. Kinda hard to do this without screenshots or a download link. Care to share either or both so commenting is easier?