ONS-Sunrise

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Image Here is the vehicle loadout. The tunnel nodes were added as a thought, maybe i can stick a paladin in there. Levi node needs to be moved over, this isnt the linksetup btw.

Any thoughts on double damage, and thoughts of were extra vehicles could be placed? Urtho could you mark the display on where to place those nodes please.

Issues that i need to address.
-Weapon lockers at extra nodes
-Vehicles at extra nodes
-Placement of levi node
DW_e_aLpHa
DW Clan Member
Posts: 733
Joined: Sun Apr 02, 2006 11:00 pm

--mmm bigger ss please ? .. well at least me can't see the tiny dots :cyclops:
..:: Sworn to a Secrecy ::..
Image
==||+ Beast Of Blood +||==
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Hornet wrote:Image Here is the vehicle loadout. The tunnel nodes were added as a thought, maybe i can stick a paladin in there. Levi node needs to be moved over, this isnt the linksetup btw.

Any thoughts on double damage, and thoughts of were extra vehicles could be placed? Urtho could you mark the display on where to place those nodes please.

Issues that i need to address.
-Weapon lockers at extra nodes
-Vehicles at extra nodes
-Placement of levi node

Hoping you're making this a dual primary and not a single primary as it looks currently. I think there's plenty of room for dual primaries on this map.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

I could place it in the direction of the levi node, but then its a flat out race for the levi. Should i move the levi to the middle, along with the node?
DW_e_aLpHa
DW Clan Member
Posts: 733
Joined: Sun Apr 02, 2006 11:00 pm

that levi should be just gone ..
..:: Sworn to a Secrecy ::..
Image
==||+ Beast Of Blood +||==
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Hornet wrote:I could place it in the direction of the levi node, but then its a flat out race for the levi. Should i move the levi to the middle, along with the node?
Maybe place new primaries somewhere near where the Levi was located (offset a bit in the direction of the bases, and raise the terrain in between so you can't shoot from one to the other).

The new primaries could connect to the nodes in the middle.
DW_Bomzin
Site Admin
Posts: 2241
Joined: Mon Dec 26, 2005 12:00 am
Xfire: bomzin
Location: Layton,Utah

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.


Yes we talked about that on Vent .. The tunnels needed more room . Wider plus somewhere to get off to the side. Can't remember the other map that has tunnels under mountain . But is a good example.

Maybe nodes in the tunnel isn't a good idea. What about another on right on the crest of the road between the two secondary primary nodes.
Image
Urtho
Camper
Posts: 96
Joined: Sat Jan 07, 2006 12:00 am

Can we get a much bigger shot of the radar map that is blank of links? Either that or upload the beta version you're got to this point on one of the upload services I've pointed out so I can really look at it as well as do my own link setup image.

I opened up the shot you posted in PSP but it got really messy with me trying to draw over the link lines the picture already has. A blank or the map itself would be more useful than that confusing mess I made.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Urtho wrote:Can we get a much bigger shot of the radar map that is blank of links? Either that or upload the beta version you're got to this point on one of the upload services I've pointed out so I can really look at it as well as do my own link setup image.

I opened up the shot you posted in PSP but it got really messy with me trying to draw over the link lines the picture already has. A blank or the map itself would be more useful than that confusing mess I made.
This good enough? Added extra nodes soley for the image.
Image
Urtho
Camper
Posts: 96
Joined: Sat Jan 07, 2006 12:00 am

It helps a bit (way low resolution), but quite honestly without seeing the actual in-game node placements, weapon lockers and vehicle loadouts this is still mostly a guess on my part for what links will work here. Here are two possibilities:

templinks #1 Image templinks #2 Image #2 is the better of the two choices but I will stress again that without seeing them in action on an actual map I have no idea if they really work or not.

My thinking at the moment is to place another node in between the long path that goes from the two nodes at the far edges of the map in the upper left and lower left corners. If you're keeping the tunnel nodes, I can see them being used as locked safes as they are both protected and positioned fairly well for that task.

The new blue core primary that is down and to the right of that core in your image is too close to the levi node btw. Both it and the new red primary (to a lesser degree but it is still an issue) need to be closer to their respective cores to put some distance from both the center and levi nodes.

EDIT -> Here is what my current thinking is on links/new nodes is. Figured a picture might help out.

newlinks Image The big red dot at middle left of the shot is where I envision a new node linking into the rest as you can see. It would be placed in the middle of the path that takes you between the two outside nodes that I talked about above. Still need to move the core nodes as I mentioned but this will hopefully show you a more specific idea of what I think needs to be done.
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