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Posted: Wed Jun 14, 2006 5:34 pm
by killrob
DW_Wraith wrote:OK, KarmaKat, and anyone else who wants to start testing and giving any advice on what vehicles to throw in are welcome to download the ONS-ArcticConquestion-DeuxBetaA.ut2.exe file located in the downloads section. Go to the home page and click on downloads, then on the ONS folder, thats where I put it.

***** This is an early BETA, bot pathing is not complete, nor is vehicles and where and how many to put on the map either. ****

I would like your thoughts on what would be the best vehicles to begin with when starting a game, and so forth. Tell me your opinions on what would make this map play well. What is the part you like about it most, what is the least favorite. Be constructive please. This map wasn't made from scratch. I did have permissioon to mod this map a long time ago, and never finished it, but now I am nearing to that point... This is based on the old Arctic Conquest, 5 node choke point in the center with Levi in the center map. It is now a 14? (count?) node map, no Levi, and 2 independant paths to get to the other side.

Try it out, Let me know if you like it and whether it will make for a fun 32 player map. Just remember, its not quite done baking, and oh yeah, like all the other maps available for download, after you download it, just double-click on it, and the installer will put the map and any other needed files to the right location in your ut2004 directory. It doesn't get any easier than that!

Enjoy

Wraith
Very cool map, I like it.
I think ground vehichles are a must cause mantas would cause a lot of ground troop deathes as it is very easy to get the manta up to a high rate of speed and dodge avrils.
Needs flak cannons in lockers. NO SUPERWEAPONS PLEASE! JMO and mabey an energy turret at core.

Posted: Thu Jun 15, 2006 12:25 pm
by DW_Wraith
Zeus- The way you make the terrain smooth is by using the smoothing tool, set the outer radius to about 3 times more than the inner radius, and just "paint" over the areas of terrain you want smooth. The thing I hate about the smoothing tool is that you cannot control the method that it uses to smooth out the terrain. For example, if I smooth an area, it may lower the bumpy areas to smooth it things out, which would be fine if it always did it in this manner, however it doesn't work that way. In one part of the terrain it may smooth it out by LOWERING an area, while another area nearby it will RAISE the terrain, but the most exasperating part is when it does both raising and lowering in the same outer radius witht the right side raising and the left side lowering simultaneously. Its very difficult to create road paths. If anyone has any new insights on this tool, let me know.

***

Good suggestions, and I will increase the size of the doorways so that the vehicles won't get stuck. I saw this happening to me a couple of times, and now you've confirmed on what I need to do about that.

**

I'll let you know what I come up with in regards to the node situation, and will try to come up with solutions to your concerns about the node layout etc.

Thanks again everyone, hopefully an update to the map will be coming by Sunday sometime.

Keep the comments going...and if you need/want me to help you on your maps, I'll do whatever I can, and you can e-mail them to me if you want to make them available for anyone to test out before the are put on the server. Just let me know and I'll give you my Yahoo e-mail address to send them to.

Wraith

Posted: Thu Jun 15, 2006 2:48 pm
by zeus
DW_Wraith wrote:Zeus- The way you make the terrain smooth is by using the smoothing tool, set the outer radius to about 3 times more than the inner radius, and just "paint" over the areas of terrain you want smooth. The thing I hate about the smoothing tool is that you cannot control the method that it uses to smooth out the terrain. For example, if I smooth an area, it may lower the bumpy areas to smooth it things out, which would be fine if it always did it in this manner, however it doesn't work that way. In one part of the terrain it may smooth it out by LOWERING an area, while another area nearby it will RAISE the terrain, but the most exasperating part is when it does both raising and lowering in the same outer radius witht the right side raising and the left side lowering simultaneously. Its very difficult to create road paths. If anyone has any new insights on this tool, let me know.



Wraith
Yeah, I have tried using that quite a bit. Maybe I just am not patient enough with it. Like I said, I ended up using BSP for my incline roads. Which looks alright, but you obviously cannot blend your textures nicely with that.

However, I am about ready to give up on the one I am working on. I have this weird issue that people can fall through the terrain. I don't know if my inclines are too sharp or what. I have really drastic mountains. If you want to take a look at it, you are welcome to it. It is in its very early stages.

Posted: Thu Jun 15, 2006 3:34 pm
by DW_KarmaKat
Okay! My two cents....(when're they gonna raise it to a nickel?)

1) Nice big map!
2) Agree with Zeus about the nodes 5 & 10 and 6 & 11 pairing. Even with bots
it gets good-n-busy!
2a) On node 11.... On the headsup while playing the first digit gets cut off and it looks
like there's two node 1's. It shows up okay when you're transporting from node
to node.
3) Add maybe another Hellbender at the cores? It would aid in getting bodies out to
further nodes more quickly. (providing that drivers of said 'benders would be sure to
pick up passengers!!)
4) Good snow & fog...makes those long distance tank shots quite the challenge!
5) Love the Skully gas stations!! How badly would it date me, if I remember seeing
some of the original Skelly stations(albeit they were closed) when I was little
kid?!?!? eek!
5a) Maybe roof access to either the station buidling or the pump portico would be fun,
with a couple of barrels to hide behind on the roof and some sniper rifles at the
pump nodes?
6) Not sure about the node 7 & 8 proximity to the cores. You could put up a partial
wall to block incoming ground troops from having a direct shot or put two turrets
at the top of the inclines leading up to core. If you put 'em on the sides with
the posts, the line of fire would cover part of the way up and not be too exposed
but low enough that they could not directly fire on their respective nodes.
(I figure if you let the enemy get that far, you're toast anyways!)
7) Quonset huts are neat...I didn't have trouble with doors, but you know
how badly bots drive! The ones with the tanks in them could use a little
wider doors for those panicky drivers who can't go straight right off the bat!
Was funny, 'cause everytime I got to one, there was a bot trying to drive out
sideways!!

Thanks for puttin' it up for a looksee, Wraith...and for including li'l ol' me! :flower:
Hope some of it helps....or at least gives you a laugh! I'm definitely a map noob!

KKat

Posted: Thu Jun 15, 2006 5:30 pm
by DW_Wraith
Zeus: I would love to see the map your talking about. And feel free to pull out the mountains I have in my beta map, or any of the quonset huts, or the gas station, I made them myself and if others can use the parts, then by all means use them....

I know what you mean with smoothing, I didn't make those roads, but trying to tweak them is a bitch and I usually end up going back to what I had after working on them. I have even started creating a static mesh to replace it, but we'll have to see how it goes.


KKat:You know, I remember as a kid when you woul go to a full service gas station and next to the pumps, they had all the "prizes" you could get when you saved all your stamps from buying gas and put in a "stamp booklet". Much like the S&H Green stamps you'd get when making purchases from retail stores and such. Times sure have changed...lol

I'll keep in mind about some of the concerns you have, and I may move the close first node from the top of the hill to another spot below, and I agree with the node number being too close and possibly confusing to a new player. Thanks for the observations!

Wraith

Posted: Thu Jun 15, 2006 6:40 pm
by DW_Wraith
Here's my e-mail address if you want to send me a map:

Lawrence56073@yahoo.com

Hope I don't get spam...lol

Posted: Thu Jun 15, 2006 6:43 pm
by zeus
DW_Wraith wrote:Zeus: I would love to see the map your talking about. And feel free to pull out the mountains I have in my beta map, or any of the quonset huts, or the gas station, I made them myself and if others can use the parts, then by all means use them....

I know what you mean with smoothing, I didn't make those roads, but trying to tweak them is a bitch and I usually end up going back to what I had after working on them. I have even started creating a static mesh to replace it, but we'll have to see how it goes.

Wraith
Ok.. I will put it up later tonight when the wife gets off the PC. Unfortunately, unrealed does not run on my mac.

Like I said, it is really basic right now. You can ignore the static meshes in it for now. They are all made by me, but I am replacing them because I was not too happy with the way they turned out. At least with the greek orientated ones. The transporters and jump spots do have emmitters yet. No bots. No vehicles except for one, just to fly around in. I mostly just type teleport to jump around right now to get a sense of things... The textureing is somewhat basic. No decolayers. :D

There is a node by each core that you have to jump than teleport to (I wanted to jump all the way to it, but jumppoints in unreal will only take you so high. And I could not figure out how to get a low gravity volume in there to let you fly. It provides for a good attack point to the other nodes. It is non attackable. It is also high enough that the flying vehicles should not be able to get up there for the most part.

The center node is on the top of a mountain. No vehicles can get up there and I don't plan on putting any up there. I wanted to make it a mini death match area. The only way to get up there is from several teleport locations at the base of the mountain. They teleport to random locations up above. I did not want any campers at the destination points. You don't need the center node to attack. However, it does give you a strategic point in that if you hold the center node, you can attack both of the nodes that are linked to the core.

It will all make more sense once you see it.. :D

Posted: Thu Jun 15, 2006 10:53 pm
by zeus
You can download it from here:

http://finke.ws/downloads/

It is obviously the ONS map there..

Posted: Fri Jun 16, 2006 12:13 pm
by DW_Wraith
I'm unable to get that link working zeus, are you sure it correct?

Posted: Fri Jun 16, 2006 6:57 pm
by zeus
DW_Wraith wrote:I'm unable to get that link working zeus, are you sure it correct?
Yeah, my webhost crashed the server this morning and it has yet to come back up. What great services.. :D

I can email it to you if you want.. It is 2.3M zipped.