ONS-Stygian-32p

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

So a day or two ago I was looking around at ONS maps and saw Stygian -- I remember the last time or two that I played it thinking it could be okay with some adjustments to ammo/weapons and vehicles. I got in contact with the original author of this level, Nightshift, and he gave the okay, so here's the first version of ONS-Stygian-32p.

RC1 changes:
-Tweaked weapons and ammo at all lockers
-Significantly increased the vehicle loadout at the cores (Manta, Bender, Raptor -> Manta, Scorpx2, Bender, Goliath, Raptor, Cicada)
-Vehicle loadout changes at x1 & x3 nodes
-Altered base spawning points to allow for easier access to vehicles, accomodate new pickups.
-Jumppads in the center altered, added elevators to improve access to the center node and adjusted positioning of pickups around the center node.
-New default node layout

I'm hoping the gameplay will work much better with just these few minor changes, but let me know about your thoughts on it.

Download link to ONS-Stygian-32p-RC1.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Its a good map to start off with, however my issues with this map were the sticky meshes on top of buildings, and the really bad weapon lockers. A part from that i know skaank thought this map looked like ass, or to sound more appropriate bland.

I hope you're using the node setup urtho made for this map.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Hornet wrote:Its a good map to start off with, however my issues with this map were the sticky meshes on top of buildings, and the really bad weapon lockers. A part from that i know skaank thought this map looked like ass, or to sound more appropriate bland.

I hope you're using the node setup urtho made for this map.

The collision models for some of the static meshes are pretty big and non-representative of the actual collision shape. I thought about changing it, but maybe a later version.

What was Urtho's node setup?
DW_e_aLpHa
DW Clan Member
Posts: 733
Joined: Sun Apr 02, 2006 11:00 pm

I like it ... much better now we should give it a try on the Server .
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DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

Yaaay! More rides at the core!!! Much better!!!

Weapon lockers are fine....the elevators are good, creaky...but good! How often do you get those inspected, Wail? ;)

And as for it looking bland....it is, after all a region of Hell! Stygian describes the areas surrounding the River Styx...the boundary between the Earth of the living and the dead of Hell.
So if it torments your eyes....Hell indeed! ::evil grin::

KKat
:flower:
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...
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

New version of Stygian-32p, version RC1a.

Changes:

-Improved locker loadouts (Shock at most nodes, other minor changes)
-Reduced standalone pickups, added lockers at base.
-Added two teleporters at base rear for easier on-foot exit from the base
-New default link setup
-Sped up elevators at the center node
-Center node now gives a Manta vehicle as well
-Collision on some static meshes improved
-BSP for improved network performance
-All Scorpions replaced with EONS Scorpion vehicle, shoots plasma bursts on primary fire and a string of plasma (as normal Scorpion) on secondary

Download Here
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

Wail, very nice job on this. A perfect example of how you do not need to completely redesign a map to make it infinitely more playable and enjoyable.

You want me to throw it on the server?

Rich (TW)
* > Tommo
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

ToxicWaste wrote:Wail, very nice job on this. A perfect example of how you do not need to completely redesign a map to make it infinitely more playable and enjoyable.

You want me to throw it on the server?

Rich (TW)
Thanks!
I'd appreciate it if you could get it up and running as soon as possible. Hopefully soon, but no worries if you want to wait a bit.
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

I'll get it up there ASAP. I need to bring the server down now to add maps because of the goal score thingy.

Rich (TW)
* > Tommo
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

ToxicWaste wrote:I'll get it up there ASAP. I need to bring the server down now to add maps because of the goal score thingy.

Rich (TW)
Yeah, I heard that from Hornet. As I said, no rush, but whenever you think you may have a good opportunity I'd appreciate it.
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