ONS-Twilight mapping

Anything about UT2004 mapping, Uscripting & more
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GLoups!
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ONS-Twilight mapping

Post by GLoups! »

Hi guys, so I present you the the version of this map :
For those who don't have the time to download it, I made some screen, i don't think it's possible to add some nodes, never mind this is already not so bad..As well as the link setup.
Just some improvement like covered nodes 3 and 4, add a wall node 1 and 2, some jumpads, teleporter and stuffs weapons..plus the new Wormbo Badger.
Some health pack etc...And buggy floor at the foot of statues.
node2.jpg
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node4.jpg
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Bager.jpg
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Last edited by GLoups! on Fri 28. Feb 2014, 19:47, edited 2 times in total.
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laboRHEinz
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Re: ONS-Twilight mapping

Post by laboRHEinz »

Thanks a lot GLoups, you're really quick :thumbup:
You've placed an Aegis instead of the Paladin, well ok, quite brave. We'll see if this works out. The new Badger somehow got stuck on node 1 / 2, not sure it's the nodes or the Badger, someone please watch this.
However, I think it's ready for online testing, it's available as of now. Any feedback appreciated, of course.
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Droopy_Bollocks
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Re: ONS-Twilight mapping

Post by Droopy_Bollocks »

Hi guys,

had a quick game on it tonight - first impressions pretty good!

Some nice high spots for sniping, seems to be one too many raptors on both sides though.

Only other thing spring to mind is the frequency of the deemer on the centre tower, seems a little too often - although did have fun fighting Cheese for it more than once.

DB :)
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GLoups!
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Re: ONS-Twilight mapping

Post by GLoups! »

Well the problem of the Badger is fixed by push down the nodes a little bit like on the screen (green is the ugly node), i work on it, also have to fix the static meshes at the foot of statues and at the top of them, it will be ok then i find a soluce to the deemer.
node badger.jpg
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Zon3r
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Re: ONS-Twilight mapping

Post by Zon3r »

i was speccing this map today, blue picked up all the nodes very quickly, and after that, the red had 0 chance of comeback, not sure if it was because of the team or the map
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GLoups!
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Re: ONS-Twilight mapping

Post by GLoups! »

Ok i was forced to make a new redeemer, just with respawn time of 180 instead of 120 sec, anyway I modify the skin and the firesound and add blocking volume to not pass through the statues whith mantas .
The new weapon name is Redempter.

link updated

ps: i don't know if the name of the map need to be change, anyway i let it the same :mrgreen:
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Pegasus
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Re: ONS-Twilight mapping

Post by Pegasus »

I must admit, some of these latest choices seem a bit impractical here. I mean, assuming a deemer pickup in a map of this size is too much to begin with (and Torlan handles one just fine while not being much bigger than it), why not curb the offensive advantage by simply offering, say, a damage amp up there instead?
Also, subclassing, audiovisually customizing and offering in an external package, along with 4 additional asset dependencies, all of the Redeemer's classes for a total filesize and wait time cost of ~3MB and several dozen secs of redirect traffic feels like quite the convoluted and excessive way to fashion a deemer pickup that simply spawns a bit less often :s. Why not simply subclass Redeemer and RedeemerPickup (as, say, RedeemerLongerSpawn and RedeemerPickupLongerSpawn) from within UEd, change a mere 2 values in the subclasses' defprops and have your result within a minute instead of going through all that effort yourself and, later, somewhat inconveniencing folks by having 'em wait through longer transfer times for no practical gameplay benefit?

I don't mean to come across as harsh here - and, hell knows, we certainly appreciate any mapping help we can get these days - but this is the Creative Corner subforum, after all. If any budding editor is unsure of how they can get something done in UEd, why not quickly drop by and pop a question here to see if anyone might have a solution to offer before setting off on a proverbial, hours-long mountain hike instead? I know this is probably advice I should've better heeded in the past myself, what with almost always opting for the harder way of getting there on my own, but still; benefiting from others' willfully offered knowledge is the sign of a smart person :).

As for getting back to the edit, umm, the lower primaries and midsection nodes could stand to be lit a bit better, I guess?
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GLoups!
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Re: ONS-Twilight mapping

Post by GLoups! »

You are right Pegasus, UT is like a fine wine or a delicious cheese, the recipe is a classic and we can't just change it , but somes people mights say that we can't just drink or eating the same food although it is excellent provided that to not eat whatsoever :that's why I begin to do mapping- mainly but not only - and from time to time I allow myself a fancy.
Then i don't have any idea of how much time the redirect sevice or even how a server work, i have the chance to have a good connection and it take a few seconds to download a whole map. But if some players have problems with this, tell me,
it will be a good addition to the other informations at my disposal.
Anyway I am always glad to hear comments and i'm not afraid of severity, after all i'm on the good sub-forum ;)

I did not pay attention to these dark nodes- may be i have a good gamma - if this is disturbing i can wait for further informations history to not download maps too often.
Why not simply subclass Redeemer and RedeemerPickup (as, say, RedeemerLongerSpawn and RedeemerPickupLongerSpawn) from within UEd
-Is it possible to mylevel these classes in a map from UEd without an independent file ?

For the redeemer I could remove the teleporters as the same way in Torlan or just remove it and replace with something else but I have think that it could be fun this way and will give a chance of comeback for the loosing team and will be less frustrating for beginners, but the problem was that it encourages camping.
Zon3r
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Re: ONS-Twilight mapping

Post by Zon3r »

Yesterday and today the same thing happened. After a quick round when it should have been the second round the map crashed or whatever. And both time it switched automatically to tripleslap
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Pegasus
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Re: ONS-Twilight mapping

Post by Pegasus »

GLoups! wrote:You are right Pegasus, UT is like a fine wine or a delicious cheese, the recipe is a classic and we can't just change it , but somes people mights say that we can't just drink or eating the same food although it is excellent provided that to not eat whatsoever :that's why I begin to do mapping- mainly but not only - and from time to time I allow myself a fancy.[...]
Hey, you'll get no argument from me on pushing forward with new ideas we haven't tried before so that the game won't stagnate. It's just that, in practice this discussion often gets reduced to an examination of whether any new particular item constitutes actual innovation in terms of opening up gameplay in ways we hadn't seen before or if it just relies on the same, tried n' old ideas, only in a shinier wrapping. Such examples of that are many iterations of custom vehicles that rely on the same, usual "big point damage" or "big splash damage" battle concepts, but with their dials simply adjusted a bit differently. Something closer to actual innovation would be a mechanic like a vehicle carrying flyer, movable ONS objectives (cores/nodes), a radar/comms interfering feature or something like that. Anyway, it's an easily understood distinction so no need to rant more on that.
GLoups! wrote:[...]Then i don't have any idea of how much time the redirect sevice or even how a server work, i have the chance to have a good connection and it take a few seconds to download a whole map. But if some players have problems with this, tell me[...]
Most times and for most people the redirect server will be quick to locate and send each of the necessary files over their high-speed connection in sequence, ensuring fast transfer times and a smooth experience. When keeping the bigger picture in mind though, one must take into account likely bad/worst case scenarios and preemptively compensate as best as possible. One way this translates into practical terms is, avoiding unnecessarily large or long file trails in maps when that can be avoided (e.g. when having the chance to highlight this during their design stage) and when it doesn't offer clear n' tangible benefits, like getting increased usage out of some "common" resource files (like with the bio, aegis, badger assets, etc.) in many maps. Avoiding +5 files at the cost of not having a partly blue hued deemer pickup falls within that reasoning.
GLoups! wrote:[...]I did not pay attention to these dark nodes- may be i have a good gamma - if this is disturbing i can wait for further informations history to not download maps too often.[...]
Eh, could just as well be my gamma setting being a bit low. I guess we can just wait for some more input on this and see where the general consensus lies re: nodes' ambient lighting. No big deal.
GLoups! wrote:[...]
Why not simply subclass Redeemer and RedeemerPickup (as, say, RedeemerLongerSpawn and RedeemerPickupLongerSpawn) from within UEd
-Is it possible to mylevel these classes in a map from UEd without an independent file ?[...]
You can easily subclass any existing class in UEd by opening the Actor Class Browser, expanding the tree and selecting the class you want to extend (untick whichever checkbox may be hiding any non-placeable class you may want to find), right-clicking and choosing "New" (note the other two options, "Edit Script" and "Default Properties", too; they'll come in handy later as well). In the appearing dialog window you'll just need to enter "myLevel" as the package name and whatever you'd like your subclass to be called, and that's it; the script editor with your new class will open behind it and you'll be able to add in it any custom code you want (but not the defprops because that will crash the editor!), compile the changes (using the second button to the left) and, once successful, proceed to inputting the defprops of your new class through the aforementioned "Default Properties" right-click menu option. Once both those steps are completed for each required subclass (a vec/weap will usually have several and a customized version may need changes to more than one), you just need to go to the ACB again, pick your new class (uncheck and recheck one of the boxes if it's now showing up) and place an actor of it in the map somewhere. And that's how you can have custom, myLeveled classes without the need for additional, external .u packages.
There's a few other ways to get through the defprops step more quickly, but this should get you started for now, and you can always come back and ask for more info; you can also consult the ever-useful BeyondUnreal Wiki's relevant entries on those topics: Actor Classes Browser, Default Properties and Creating a subclass. Once you get the hang of it after a few tries, you'll be able to make subclass changes easily enough and without wasting time switching back n' forth between numerous notepad windows, the project's and UT's system folder views and the UCC's compiling command line. Let us know how it goes :).
GLoups! wrote:[...]For the redeemer I could remove the teleporters as the same way in Torlan or just remove it and replace with something else but I have think that it could be fun this way and will give a chance of comeback for the loosing team and will be less frustrating for beginners, but the problem was that it encourages camping.
As a more adventurous alternative, pedestrians could gain access to the nuke by a couple of sequential jumppad boosts starting from the statues' base - assuming no antiportal actors around there mess with their vision, of course.


Zon3r wrote:Yesterday and today the same thing happened. After a quick round when it should have been the second round the map crashed or whatever. And both time it switched automatically to tripleslap
Heinz will need to look at the server log to make sure there was indeed a crash (or more than one), but if that's indeed the case, it'd obviously be a problem we wouldn't allow to persist. If I had to speculate, and with no facts to back this up right now, the fact that the revised edit seems to have the same name as the previous one, but is requesting additional resources might have something to do with it. It's generally accepted as a best practice in mapping to not release subsequent map edits under the exact same filename (just as the rule that the filename part shouldn't contain periods itself).
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