ONS-AncientTemples-Sed

Anything about UT2004 mapping, Uscripting & more
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Dalyup!
Posts: 443
Joined: Mon 25. Nov 2013, 22:46
Description: Haggis

ONS-AncientTemples-Sed

Post by Dalyup! » Sat 18. Jan 2020, 19:41

I agree that this version is good enough to go on the server. I enjoyed playing it the few times that we did during the match events.

However, I think the mapis not very easy to traverse for footsoldiers. There are quite a number of vehicles, but if the server is full or the vehicles are away, then navigating to nodes can take a long time. To alleviate that, I think there should be jumppads strewn around the map that place players on the walls going through the middle of the map. For example, you could have a jumppad on either side of the core that leads to the a wall, so one here:

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Which could then lead to the walls around the primaries, for example here:

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In general, making it easier for players to move around the map with jumppads or portals when they lose their vehicle or there are no vehicles available, will make the player experience much better.

It also looks like the bot pathing may need to improved a bit, especially around the middle node. The bots don't seem to be able to get out of the middle node that often with vehicles, here is an example:

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This is also visible at the core. Maybe something about the middle structure at the core and the middle nodes confuses them?

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Sedoy
Posts: 61
Joined: Tue 10. Mar 2015, 17:27

ONS-AncientTemples-Sed

Post by Sedoy » Thu 30. Jan 2020, 17:38

Thank you Daly for a reply. I will make some more changes