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ig0r_PM
#31
Oct 12, 2009 10:17 AM
Ig0r. Member - Joined: May 26, 2009
Posts: 69
yea and put only shock rifle xD
m-knellPM
#32
Oct 13, 2009 3:39 AM
M-knell Member - Joined: Feb 07, 2009
Posts: 130
Agree! SSR must die here
Wooo! We'll get one more very cooool map on techcom!
crusha_k_roolPM
#33
Oct 16, 2009 8:16 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
New Beta7!

It is completely redone from my own Beta4, sorry Destroyer.



Changes in this version:
-Removed middle Node.
-Added two more nodes as in Destroyer's version.
-Changed the position of the carts and removed a few to better cover and also open up the node-areas.
-Removed many pickups and also eased the botpaths this way.
-Added doors to the halls (except the core-halls), some of them are closed or only partly open to give the attackers a bit more cover from fire that comes directly from the core.
-Removed the SSR (the other superweapons weren't even included in old Beta4).
-Found better positions for playerstarts to not spawn in weaponlockers.
-New Linksetup and an alternative one! The alternative is like ChainsIsile, the default one too, but without having the nodes in front of the core connected to each other, so this way the loosing team needs to destroy only one node to secure their prime.
-Remade the radar-map to suit the new changes. Unfortunately I chose a lower resolution for it this time, but you probably won't even notice.
I was too busy paying attention to take screenshots of the process to write a new version of my RadarMap-tutorial.

Download (10.14 MB, 7-Zip)


pegasus_PM
#34
Oct 16, 2009 12:02 PM
Non-member Joined: Jun 20, 2009
Posts: 234
Played the map offline with bots:

- Good job placing primary nodes (that's what they're called :p) under shelter again.
- Why did you reduce the middle 4 nodes lockers' arsenal to 4 weaps only? Bio and mini offer more variety and make the game more interesting - bio's a balanced gun that doesn't spam too bad anyway.
- Spawning is now better regarding lockers distance, but there are still cases where you're facing the wrong way.
- I found a pigeonhole flying around with my spec camera!
- Why still keep the regular weapon pickups spread around several (mostly elevated) places? You already beefed up the lockers, there's no use for those (except for the snipers). If you wanna reward the player for exploring your map (a valid designer goal), offer something that'll be useful to them! How about placing some d.dmg amps or some more health vials bunched up together or even a jump boots pickup on each side so the more curious player who finds 'em deserves to get 3 free high jumps? You know, ideas like that.
- You've removed the superweapons but left their pickup bases lying there (close to the super shield pickups) and that gives the impression that if players wait long enough, something good will eventually spawn there. That's a misleading and mean prank to pull (Nightwolf did it too in his Minus-TMU behind each ion node) and it certainly won't win you any appreciation from players. Either decide you don't want supers at all and remove the pickupbases too - with which I disagree since, in moderation, they can help push through stalemate situations - or re-enable them (the nukes near cores weren't too much either, I think). Also, removing the SSRs was the right thing to do. Btw, just because a player made 3 consecutive (and obvious) jumps while moving from their primary to the next node, that doesn't mean they should be entitled to both a superweapon AND a +100 shield within a few steps from eachother. Moving one of the two somewhere else would be better IMO.
- I'm still gonna insist on replacing at least some of the ladders with jump pads to improve game flow. Both the ladders, as well as those annoying stacked crates all over the place force players to resort to silly double jumps that just bog the action down (sometimes when there's more than one player of the same team trying to hurry through, queues are formed!) for no gameplay benefit. Add some of those slanted wodden planks to more places so ppl can move around faster plz. Oh, same deal with those empty train platforms near the middle nodes that require a single jump to get over them but reduce dodging abilities during fights for the nodes... it starts to get annoying after playing the map a few times.
- Lastly, you still you can't see well around the middle nodes in the shade. There are some wall lamps meshes nearby that provide minimal light (assuming they cast some light at all and aren't just decorative), why not place one of those near each dark node to light things up a bit and maybe even offer one more option for defenders from above to jump on while fighting their way down? Also, Destroyer had a nice idea with creating that narrow ground gap (green in same pic) at each sniper tower building to provide a faster path from the primary to the next node. Why not keep those?

Anyway, while I applaud your efforts to get this map closer to something everyone would like, let's face facts, this still is one more meatgrinder map and we have lots of those already. It's time to start asking the question, is the server getting any better by including more of the same kinda maps? Have we reached a point yet where we should start being a bit more picky in what we add to the list and present polls with exclusive OR choices to TechCom players (i.e. "we can't have both, so A or B?")? Would you pick this over Bridge?
Eyes in the skies.
Last edited by: pegasus_ Oct 16, 2009 12:11 PM
foibosPM
#35
Oct 16, 2009 2:45 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
I agree with Peg except the jumppads, the map feeling is more real with ladders despite of some related issues. Let the players doublejump, at least they won't become lazy. Empty train platforms aren't a problem too. Remove the standard weapon pickups (rocket launcher, wtf?) and empty superweapon bases (ar add i. e. the jump boots there), and fill the lockers. Good job anyway.
crusha_k_roolPM
#36
Oct 16, 2009 4:21 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Hmm… are those ominous Jumpboots retail-content? I think I have never seen them before.


I'll do most of the changes suggested by Peg.



I didn't notice the pigeonhole, probably a bug with a semi-solid…

The lamps are only emitting a very small light, most lights around there are used to give the map this orange style.

The pickup-bases were there before the superweapons came, I'll remove them, right.

The Bio-Rifle can find it's way to the new lockers, but I am not sure about the Minigun. I actually wanted to keep them up on that single weaponbase and the cores to prevent too much of it's spamming.


And I didn't notice a gap in Destroyer's version, gonna take a closer look.

And jumppads would in my opinion unfortunately destroy the atmosphere of the map.
Last edited by: crusha_k_rool Oct 16, 2009 4:22 PM
thomasitoPM
#37
Oct 16, 2009 6:15 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
crusha u do not know jumpboots? omg! they are a classic =)

i know that you can find them on "Suspense" map, one level underneath the elevator that leads to upper nodes, or in other words above the big keg o' health at the jumppad that leads to elevator... funnily not many ppl found that spot yet ^^

i have totally no clue about editing but i hope u can just copy/paste them from there...


oh and PLEASE include destroyer's gap which peg marked green. it's useful for offense AND defense...

agree about NOT to include mingun on every locker. but let's vote on this...

anyways good job!
7/~
m-knellPM
#38
Oct 19, 2009 3:57 AM
M-knell Member - Joined: Feb 07, 2009
Posts: 130
Bio-gun! Bio-gun! Bring it back please!
crusha_k_roolPM
#39
Oct 23, 2009 3:40 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
I did almost all of the asked changes, try it out:
http://www.mediafire.com/?anzzdhvntmi
(10.23 MB, 7zip)

And don't complain about the download-speed. Use DownThemAll! in Firefox and all will be fine.
Last edited by: crusha_k_rool Oct 23, 2009 4:16 PM
crusha_k_roolPM
#40
Jan 05, 2010 4:18 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
I totally forgot to post the newest version of the map here, it was only on Omni:
http://www.mediafire.com/?timu2yx0nwz

There you go, Heinz.



This version is quite the same as the one above, but I fixed a bug that caused the map to crash when played with bots.
Last edited by: crusha_k_rool Jan 05, 2010 4:19 PM
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