crusha_k_rool • PM |
Sep 22, 2009 3:28 PM
|
[GSPB]Crusha
![]() Posts: 926 |
Someone handed me his job and permission to edit CTF-Rail and I couldn't say no, so here you go:
http://forum.omnipotents.com/showthread.php?p=175820#post175820 I'll keep the updated in that thread. ![]() |
m-knell • PM |
Sep 23, 2009 3:48 AM
|
M-knell
![]() Posts: 130 |
Hmmm looks very nice. Close combat map. Hope we could try it online
![]() |
pegasus_ • PM |
Sep 23, 2009 8:02 PM
|
Non-member
![]() Posts: 234 |
Same problem as Confexia, too damn many static mesh obstacles and no gameplay benefit from 'em. You offer no flying vehicles like raptors even though it's an open map and instead try to force ppl to take advantage of height by climbing ladders all over the place to reach obvious catwalks and questionalbe vantage points where they can get sniper rifles from single weapon bases. Speaking of which, you do know this is ONS you're editing the map for, right? Consolidating single weapons pickups to lockers with ample ammo is one of the first things you'd expect someone to do when converting a CTF map to ONS, what's the point of still having those lying around... or so much spare ammo, while we're on the subject. Tweak your lockers right and remove the candy laying around all over the place. Finally, there's many common sense problems with the placement of player spawns all over the map: placed almost inside the core shields, inside weap lockers so that when ppl spawn and move, they get nothing and must turn back, etc., etc... wtf?
If this map hopes to compete with other gauntlet-style, elongated, open NV maps, it definitely doesn't have my vote compared to Maelstrom or Katharos. My advice is, remove at least 25% of the floor-level blocking meshes (ONS needs much more free space that other gametypes), add snipers to weapon lockers, replace many of the other obects with simpler elements, place a minigun turret close to each team's primaries and give ppl a few mantas/raptors to move faster with. Good looking maps aren't necessarily good gameplay maps.
Last edited by: pegasus_ Sep 23, 2009 8:03 PM
|
m-knell • PM |
Sep 24, 2009 3:41 AM
|
M-knell
![]() Posts: 130 |
Well... But in that case we'll get clone of StorageFacility map maybe? I would like to try THIS version w\o vehicles cause of different gameplay. Maybe it will be poor and maybe not
![]() PS Agree about snipers
Last edited by: m-knell Sep 24, 2009 3:43 AM
|
d3str0y3r • PM |
Sep 24, 2009 4:04 PM
|
Non-member
![]() Posts: 27 |
Crusha, use the haxed nodes from MaelStrom and not the normal ones, it works better for NV.
|
crusha_k_rool • PM |
Sep 24, 2009 4:10 PM
|
[GSPB]Crusha
![]() Posts: 926 |
d3str0y3r wrote: What should be hacked there? ![]() |
d3str0y3r • PM |
Sep 24, 2009 6:39 PM
|
Non-member
![]() Posts: 27 |
Mostly just have lower health, 1000 instead of 2000.
|
crusha_k_rool • PM |
Sep 24, 2009 6:47 PM
|
[GSPB]Crusha
![]() Posts: 926 |
Is that really health? I think it's the Construction Time:
http://wiki.beyondunreal.com/Legacy:ONSPowerNodeNeutral Default is 30, maybe it is 5 there… ![]() |
pegasus_ • PM |
Sep 24, 2009 8:30 PM
|
Non-member
![]() Posts: 234 |
It makes more sense for it to be health, otherwise how will the weaker node (for example, the middle one in MasterBath) know how fast to lose health if you're shooting it with different weapons (say, assault rifle vs tank shell)?
|
d3str0y3r • PM |
Sep 25, 2009 9:09 AM
|
Non-member
![]() Posts: 27 |
I looked at the differences, you nub, instead of assuming stuff.
|