This is my first Ons map.
I decided to make different maps, other than just DM, so here it is.
I confess I rushed this map a little, so the structures aren't brilliant, they don't look exactelly like the original C&C structures, but you can kind'a tell what they are.
I think the closest one to the original it's the Nod Airstrip... but don't take my word for it, see it for your-self.
in future, I will take a little more time making the structures, so they look just like the originals.
Download here:
http://www.filefront.com/15036333/ONS-C ... Strike.zip
Why C&C?
well, I like to bring the expirience of other games into... well, other games... if you know what I mean.
Download NOW!
ONS C&C jungleStrike (Map)
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- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
- Most of the trees have no collision
- The map needs to be optimized. I don't think it's even at a playable frame rate.
- You should use terrain for ONS maps (so you could add hills to cover half the map....good for optimizing).
- Node setup should be restructured. Half the nodes appear out of no where, and the linkage is boring. You should have multiple branches from one node instead of a linear pathway.
- There are no playerstarts, weapons, health, or even shelter around the nodes....What's the purpose of them?
- You should use weapon lockers
- The ceiling is too low. Raptors and cicadas bump their heads, and you can't even use the spammer because of the low ceiling.
- Sides are uneven. The red side only has the pcp tank and raptors while blue side has the Leviathan, Hurricane, manta, cicadas, and even the nexus launching tank. Since this is a competitive gametype, balance is needed. If you place a Goliath on one side, you should place a Goliath on the other.
- You should ease up on the power vehicles. Many regulars don't like Tank Me Up maps.
- Some playerstarts spawn players no where near weapons. You should have a locker near every playerstart.
Also be sure you optimize your maps. Once again, this is a competitive gametype so maximized frame rates are needed. I find the framerates for JungleStrike unplayable (4 and below).[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Check out Angel Mapper Map Optimization tutorial.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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- Site Admin
- Posts: 2005
- Joined: Thu Mar 23, 2006 12:00 am
- Xfire: KarmaKat
Some things to remember about ONS maps...
-- Symmetry of node layouts will give each team an equal chance at controlling the map. This doesn't mean that node layouts need to be a mirror image of one another! It does mean you should try and avoid giving either team a distinct advantage of territory control.
-- Terrain will not only add visual interest, it can also add challenge (think of a difficult hill climb on foot, but sweet! there's a deemer at the top!) or opportunity (after some serious 4 wheeling in a 'Bender you find the best spot to snipe with the twin beams and burn unsuspecting Raptors and Cicadas out of the sky!)
-- Unlike the maps for MM, weapon lockers need to be handy. As Ant pointed out, where ever you have player starts there should be a weapon locker within a few strides. This doesn't mean that you should always put every single weapon in that locker, but you want players that are spawning to have at least a couple of weapons close to hand so that they can defend themselves and the node. I won't go into weapon specifics, but which weapons you place and where you place them can also control the flow of the game. I will say, however, that Link guns are integral to ONS, you can't quickly build nodes or heal vehicles without one and you'll almost always find one in every locker.
-- Vehicle balance keeps things fair. If you give the Red team 4 kick butt vehicles and only give the Blue team 2, Blue will lose nearly all of the time. Don't tie one team's hands, by over weighting the vehicle loadout for the opposite team.
Some additional notes...
I think you need to spend some time playing Onslaught! And not on ANY of the Tank Me Up maps! Those maps are chock full of overpowered vehicles and don't require much in the way of skill or tactics. We already have 3 of these on the server...lots of players think that that's 2 too many! Please be cautious about super vehicles or modded vehicle usage. Loads of super vehicles won't bode well for getting maps on the server. Some modded vehicles have some really sloppy code and will make servers spit up errors like mad..not good for smooth gameplay or admin peace of mind! If we check server logs when new vehicles appear and find they are error prone we may ask you to remove them from your map.
You need to get a feel for what each vehicle can do...how terrain works for and against you...observe node layouts and watch how the game flows. There are many nuances involved in making a good ONS map which you can only appreciate by getting in there & playing! :)
Come join us in Ventrilo...we can take you along for some hair raising rides in Spam Vikings!
KKat

-- Symmetry of node layouts will give each team an equal chance at controlling the map. This doesn't mean that node layouts need to be a mirror image of one another! It does mean you should try and avoid giving either team a distinct advantage of territory control.
-- Terrain will not only add visual interest, it can also add challenge (think of a difficult hill climb on foot, but sweet! there's a deemer at the top!) or opportunity (after some serious 4 wheeling in a 'Bender you find the best spot to snipe with the twin beams and burn unsuspecting Raptors and Cicadas out of the sky!)
-- Unlike the maps for MM, weapon lockers need to be handy. As Ant pointed out, where ever you have player starts there should be a weapon locker within a few strides. This doesn't mean that you should always put every single weapon in that locker, but you want players that are spawning to have at least a couple of weapons close to hand so that they can defend themselves and the node. I won't go into weapon specifics, but which weapons you place and where you place them can also control the flow of the game. I will say, however, that Link guns are integral to ONS, you can't quickly build nodes or heal vehicles without one and you'll almost always find one in every locker.
-- Vehicle balance keeps things fair. If you give the Red team 4 kick butt vehicles and only give the Blue team 2, Blue will lose nearly all of the time. Don't tie one team's hands, by over weighting the vehicle loadout for the opposite team.
Some additional notes...
I think you need to spend some time playing Onslaught! And not on ANY of the Tank Me Up maps! Those maps are chock full of overpowered vehicles and don't require much in the way of skill or tactics. We already have 3 of these on the server...lots of players think that that's 2 too many! Please be cautious about super vehicles or modded vehicle usage. Loads of super vehicles won't bode well for getting maps on the server. Some modded vehicles have some really sloppy code and will make servers spit up errors like mad..not good for smooth gameplay or admin peace of mind! If we check server logs when new vehicles appear and find they are error prone we may ask you to remove them from your map.
You need to get a feel for what each vehicle can do...how terrain works for and against you...observe node layouts and watch how the game flows. There are many nuances involved in making a good ONS map which you can only appreciate by getting in there & playing! :)
Come join us in Ventrilo...we can take you along for some hair raising rides in Spam Vikings!
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Ok, can do!
I have done some major changes to the map and it's looking good.
Added terrain, etc...
Only problem is the outskirts of the map I'm having trouble making it look realistic.
Mountains are spiked and I can't get the smooth tool to work.
Also if you go too high on an aircraft you can see the bottom of the skybox and the darkened terrain.
If I can get the smooth tool to work, I can do some pretty mountains, which will work fine.
can you hwlp me here?
I have done some major changes to the map and it's looking good.
Added terrain, etc...
Only problem is the outskirts of the map I'm having trouble making it look realistic.
Mountains are spiked and I can't get the smooth tool to work.
Also if you go too high on an aircraft you can see the bottom of the skybox and the darkened terrain.
If I can get the smooth tool to work, I can do some pretty mountains, which will work fine.
can you hwlp me here?
There are three common methods you could try out:Nelsoncarmo26 wrote:Only problem is the outskirts of the map I'm having trouble making it look realistic.
- Create a completely new terrain (much larger grid spacing for faster performance) that'll be the exterior terrain people can't get to. there, you could create some neat mountains and valleys without worry about snagging spots, or pits players could get stuck in.
- You could place terrain in the skybox (very very tiny sized terrain).
- Rocky Static Meshes around the perimeter (not recommended since it could be slow performance and look poor with the sunlight actors).
This occurs after you added a new layer to the terrain. A simple restart with the editor will fix this.Nelsoncarmo26 wrote:Mountains are spiked and I can't get the smooth tool to work.
That's because your terrain extends further than the BSP surfaces so that the fakebackdrops are outside of the terrain.Nelxoncarmo26 wrote:Also if you go too high on an aircraft you can see the bottom of the skybox and the darkened terrain.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Zone info properties:
Zone info -> bDistanceFog = true
Then you can set the fog properties through the Zone Light property for fog color and fog thickness (DistanceFogStart and DistanceFogEnd).
Zone info -> bDistanceFog = true
Then you can set the fog properties through the Zone Light property for fog color and fog thickness (DistanceFogStart and DistanceFogEnd).
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.
FFE466
_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}