Vultr.com - Instant Cloud Server Deployment
FREELANCER 64 MEMBERS:
Home
Forum
News
Share on Facebook
Share on Twitter
Share on Google+
Forum Home > Maps & mods > ONS-Downtown
PREV 1 2 3 NEXT
crusha_k_roolPM
#1
ONS-Downtown
Oct 18, 2010 11:38 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
I was told that I should open this thread, so here it is. It is pointless, though.

This map will definitely stick to the original, that's also what Sanchez wants. So there is no need to think about additional nodes or alternative linksetups.

I will add a Kamikaze where I currently have the Grenade Launcher because the Shaped Charge is there in the original. Furthermore I am currently working on fixing the bugs in the scripts.
Maybe I will try to script an orb later.
lilalurlPM
#2
Oct 18, 2010 2:03 PM
lilalurl Member - Joined: Aug 14, 2009
Posts: 67
Of course this thread has a point. Here I can bother you with teh interweb messing your bytes again (that would be too silly for the Epic forums thread).

You are actually unl33ting his nickname, it is Sanch3z.

Well, a few years ago sp3ak1ng l33t was hot. Now when you see something not in l33t I guess you say "that's hot" .


And you can also post a download link for people who want to grab the map directly:
http://www.mediafire.com/?zcnfpmutjo9a2bg
foibosPM
#3
Oct 18, 2010 3:01 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Thank you for opening a thread on forum of server where the map will be played, instead of mapping discussion of few offline guys on Epic. I really appreciate you point of view "it's good as it is, no discussion allowed, it's like the original and that's enough, we are not interested in gameplay, but in truly copy of the UT3 map". Am I wrong? Btw, thank you for the work on that map. Well, players, how do you like it?

Original thread: http://forums.epicgames.com/showthread.php?t=737300
crusha_k_roolPM
#4
Oct 18, 2010 3:47 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
The declared goal was and is still to create a copy of this one, it doesn't need to have perfect gameplay if that would mean to completely reinvent the map.

We put the focus on other aspects in the map here.


TankCrossing will have a linear linksetup as well, btw. That doesn't automatically mean that the map will be bad.
foibosPM
#5
Oct 19, 2010 12:28 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Chat logs, opinions: http://sharetext.org/FPV5

The map is beautiful, but the linear link setup is imo boring. No tactic (even with the "tank" node), overtimes, stereotype. The final goal of your and Sanchez's work shouldn't be the breathtaking copy of a common map, but a map which the players could like. What do you want?

My idea for better playability, just a scratch:
xicesnakePM
#6
Oct 19, 2010 1:32 PM
[*]X!ceSnake Member - Joined: Jan 21, 2010
Posts: 255
I agree with foib.

The one way link setup doesn't bring much interest, and lead to harder comeback/advance.

Also, for a NV map style, I think there is too much eons scorps. maybe some should be replaced by locust.
rasput1nPM
#7
Oct 19, 2010 2:23 PM
RASPUTIN Member - Joined: Jan 29, 2009
Posts: 40
I agree with Foib, the map was good to play today but the node setup was too simplistic.
With no bypass node links it becomes a linear slogfest!
thomasitoPM
#8
Oct 19, 2010 4:00 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
what I like

- great textures
- no clipping bugs detected
- sneaky paths to reach a node from behind and elude spammers


what I dislike

- no "downtown"atmosphere tbh! more like factory premises

- with the current nodesetup it reminds me alot of floodgate - thus floodgate has a bypass node --> missing!

- there are corridors with doors that don't even work/can't be opened... why?

- low ammo and half-empty weapon lockers... (shock rifle+lg on more nodes... what about sniping rifle??)


ideas:

- adding a mine layers could also be useful
- nodes 4 and 2 should be also attackable from the roof somehow!
- 1 ion painter somewhere (to get down middle node or a tank but node side nodes)
7/~
crusha_k_roolPM
#9
Oct 19, 2010 8:20 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
thomasito wrote:
what I like

- great textures
- no clipping bugs detected
- sneaky paths to reach a node from behind and elude spammers


what I dislike

- no "downtown"atmosphere tbh! more like factory premises

// Because that's more UT2k4 style, not UT3 style. If I wanted to really recreate the whole cyber-metropolitan stuff, the download size would be a whole lot bigger and the performance much worse.


- there are corridors with doors that don't even work/can't be opened... why?

// Why not? Seriously, what is that for a question? It's decoration, it's a hundred times better than the many maps that present you a hundred of dead empty flat walls.
Now show me a corridor in which you would think it's reasonable to open a door to get where?

(And which resident would let his door open for heavily armed spammers?)


- low ammo and half-empty weapon lockers... (shock rifle+lg on more nodes... what about sniping rifle??)

// It's already more than in the original. I never had the problem to run out of ammo, there are always enough lockers around. You are supposed to keep moving, not to camp the same spot far away from the Nodes until you finally run out of ammo.
The weapon loadout is appropriate to the vehicle balancing. With less guns are the vehicles more important (also in terms of power).

//And I was really torn between the LG and the Classic Sniper. I actually need exactly the UT3 Sniper Rifle, which is a perfect combination of both: precision and speed of the Classic with a slight red ray that keeps telling where the shot came from. Hard to describe, but it's just awesome to hunt heads with that thing.
In the end I chose the LG because I want the people to see from where they get shot.


ideas:

- adding a mine layers could also be useful

// Mines are pretty cheap and annoying. Not really useful when you don't have much ammo and an unbreakable and frustrating defense when you have not too few. Especially in the prime node, tank node and barricade area would they be too strong.

- nodes 4 and 2 should be also attackable from the roof somehow!

// ??? I don't think so ???
It's really not hard to actually attack them, you have basically three routes to get to the Node from outside (frontal entrance, the alley at the back that leads you directly into the enemy's back and a Manta or JumpBoots (there are 4 in the map after all) to get onto the roof and down the stair).
The node is actually quickly taken (you even have a Redeemer and Kamikaze pickup, so please..) - the actual problem are the players that haven't played the map often yet: they often don't really care about attacking that node and if they do, they often take the main entrance. They first need to discover the alternative routes.

- 1 ion painter somewhere (to get down middle node or a tank but node side nodes)

// Ok, maybe somewhere in upper area that pretty much nobody knows about now anyway. :p



I will ignore the other suggestions for now. The map is not even completely done or long enough tested and does by far not have all features I want to include (some things simply don't exist yet and need to be painstakingly created) and yet it hails complains about playability and a hundred things you want to have to make it like any other map.

Suggestions are fine, but I think after working one and a half month almost every day for several hours on this you can accept my wishes how the map should be. If you consider it so unplayable: nobody forces you to have it on the server.
sanch3z_wtfPM
#10
Oct 20, 2010 5:52 PM
sanch3z_wtf Member - Joined: Oct 19, 2010
Posts: 1
I cant stand retarded leet speak! My sn used to be Dirty Sanchez but there were others that used that same name so I swapped numbers for letters to have a unique name. I shortened the name sometime after.

I am interested in a 32 player version of this map. Not a mega tank map and no overpowered vehicles. Crusha wants to make a "true" version first which is fine. Behind the scenes I am working on ideas to expand Downtown to make it more suitable for 32 player ONS.

Suggestions are welcome on a different node link setup. I'm not interested in changing the vehicles or adding different ones other than at new nodes which will be from the same batch of vehicles already in the map. Someone on Epic forums already bugged the shit out of me about vehicles and I've had enough of that so ALL REQUESTS FOR DIFFERENT VEHICLES WILL BE IGNORED BY ME.
Last edited by: sanch3z_wtf Oct 20, 2010 6:04 PM
PREV 1 2 3 NEXT