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ONS-ConcealedRespite2

Posted: Mon Oct 02, 2006 3:28 pm
by DW_WailofSuicide
ONS-Concealed Respite 2

Change List, Planned and Implemented

-Added two nodes in place of the wildcard pickups. Map layout at this time will be either 2-2-2, or perhaps 2-3-2. I haven't decided whether keeping that middle node is a good idea -- It might be better to put a superweapon in that area.

-Added some small structures around the primary nodes to help provide cover. More cover may be necessary, but I don't want to change too much without seeing how the new node setup works. Also considering adding some turrets to defend the primary nodes.

-Considering widening up the passages where the new primaries are placed. Currently, it's kind of cramped, but it might work ok. New Primaries have a Paladin, Scorpion, and Raptor each.

-Tweaked the non-primary side nodes a bit in layout. Weapon lockers are now located at the front of the structure. Weapon lockers provide additional weapons: BioRifle and Avril by default. Avril and Mine Layer standalone pickups removed. Health moved to inside the structure. Vehicle spawn location altered. Added an Energy turret to both nodes (might change it to a minigun turret if the hitscan power is too bad).

-Added a side entrance to the "middle" nodes. To try and make things a little more interesting.

-Reduced ambient frog sounds in the middle.

-Considering some other weapon loadout changes.

-Tweaked antiportals and such to hopefully make it so the map won't have any performance issues.

-Tried to reduce the map file size a bit via texture cull and such -- Not sure why this one is so big, there's definitely some work that can be done here.

-Yadda yadda. Hoping to have a RC 0.5 available for comments later tonight-ish / early tomorrow.

Posted: Mon Oct 02, 2006 4:04 pm
by DW_Hornet
Great, looking foward to it. Check the section under Lightmaps.

http://www.angelmapper.com/tutorials/optimization3.htm

Posted: Mon Oct 02, 2006 7:25 pm
by Urtho
Sounds interesting indeed. I was unaware there was a second version of this map. I used to run the first one but I was never really happy with it. It has a somewhat unique look and feel to it however so I always kind of liked it even with the obvious flaws. Great to hear you're going to be fixing this one and I can't wait to try it out.

Posted: Tue Oct 03, 2006 6:35 pm
by DW_WailofSuicide
Ok. Uploaded a version of it.

I'm betting I'm going to have to step up the defenses on the primaries and possibly remove the Cicadas at the cores. Those were always kind of iffy to me, but I do like having a variety of vehicles.

New primaries will require a bit of terrain finessing to make them more spacious for additional defenses.

Give it a whirl, let me know what you think.


http://www.wailofsuicide.com/projects/O ... 2pRC1b.zip

Posted: Tue Oct 03, 2006 9:09 pm
by DW_ToxicWaste
Nice job on this Wail. I popped into the map. Here's two things I noticed.

1. I think you need sniper rifle in the cores. You can hit the core from a long way off. This would make it harder to sit there pouring 70 link primary into the core from a distance

2. The number two node is fully visable from the base turret on the right. The red primaries have no visability.

Also, no bot pathing yet? They do not build nodes, but they do move around the map.

Nice work so far!

Rich (TW)

Posted: Tue Oct 03, 2006 10:09 pm
by DW_Hornet
Looking great so far.

So far the tunnels look good, they are not even though. The one closest to the blue core is a tad wider and you can easily fly a manta through. The one on the red is impossible.

Also scaleing the mesh around the node should be scaled up. I think it should be solid, thats probally something your working on.

Ambient noise still needs to be tuned down some, and get rid of the dam old sniper rifle!

keep up the good work.

Posted: Wed Oct 04, 2006 1:56 am
by DW_WailofSuicide
1. Yeah, core visibility is an issue. I was considering the idea of moving the floor they sit on down, so the cores wouldn't have a visible profile unless you were up on the structure itself - Main reason I didn't do this is that the structures are hollow underneath the floor and doing this is a fair amount of work. I'll consider how much work I might need to do there and either make the core more protected or add SRs.

2. Ok. Will try to fix that.

3. Bot pathing from the original is preserved, didn't touch it at all except for moving the locations of some pickups and adding in the new stuff. If they're not behaving properly I'll try to figure it out, probably missing something simple.

Hornet re: Tunnels: Probably going to pop into ONS Urban and see how that map blocks off the tank from travelling into the center node area. I don't want vehicles going through either of those tunnels, really. The tunnels are going to have to be asymmetrical because the terrain itself is asymmetrical. It shouldn't be too much of an issue if no vehicles at all can pass through them.

Re: Mesh, yeah, I'd like for them to be more sizable and enclosing the nodes some more... but I'm not all that keen on making entirely new meshes, and I'm not sure how much more I can enclose the things with the current meshes. If really necessary I'll grab some things from ONS-Crossfire to make them more enclosed.

Re: ambient noise and sniper rifle, Ok.

Posted: Sat Oct 07, 2006 12:06 pm
by DW_Hornet
Well, if you made that one tighter it wouldnt be needed, but i guess which ever way works.

Posted: Sat Oct 07, 2006 12:16 pm
by DW_WailofSuicide
DW_Hornet wrote:Well, if you made that one tighter it wouldnt be needed, but i guess which ever way works.
If anything I'll probably end up widening the narrower one up. (They're actually meant to be both the same size in the subtracted BSP space, but the placement of SMs and the path they follow makes them a little different.)

Hopefully I can get around to that later tonight.

Posted: Sat Oct 07, 2006 9:35 pm
by Urtho
Ok, had a look a this one you've been working on. Seems to be coming along pretty well to this point. No glarring problems jump right out at me, just some minor tweaks you might want to consider.

1. Bots are indeed messed up. I spectated a 32 bot match and none of them even made it to a node in the time I could tolerate watching them stumble about (close to 4 excrutiating minutes). They seemed to be on a yo-yo just running back and forth in place about halfway to the first node. Not supercritical for a 32p map but it should still be looked into.

2. The base turrets seem fairly useless in their current positioning due to all the pillars in front of them that block the view of the battlefield. Maybe try moving both down to the next lower level at the corners by the weapons locker? I haven't run all the angles to see if it causes some other problem, but at first glance it would seem to make them helpful.

3. Core feels too exposed. Give it some modest cover up close to prevent long range tank or regular sniping of it. Your idea of dropping it down lower sound like it might work, even it would be tough for you to do. Something other than the current setup should be looked into however as the minute the core become unlocked it'll be game over.

4. Tunnels are a good idea, but not both sides? Also seem a tad too small right now, make them wider and just do what Ahebban did to stop vehicles - drop in a column in the center to allow footsoldiers to pass on either side but stop anything else from going in there. Dogleg to prevent direct fire thru the tunnels was a good idea. A single health pack or perhaps two in there would be a good idea.

5. As you've mentioned, I'm not sure the water in the center adds much right now. Might want to remove it and just leave the normal ground as is for that node.

6. Links I'm not so sure about. They'll probably work ok but I've never really cared for that type of criss-cross action. Not really sure of a better one at the moment, but maybe something will come to me.

7. Cicada at the core does not really seem overpowered to me at first glance. Even with a top quality pilot they won't last long on such a confined map for air vehicles as there is no real escape room or places to hide behind for long and obviously the low ceiling limits your options. It's a good comeback maker also when pushed back to a core as it can really bring down a node quickly.

Keep up the good work. This one is coming along nicely.