OmahaBeach

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Cat1981England
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Re: OmahaBeach

Postby Cat1981England » Mon 20. Apr 2015, 22:31

Thank you all for your feedback and suggestions :thumbup:

ONS-OmahaBeach-)o(-V3-Beta4. I was messing about with this for a couple of weeks so I didn't record all the changes, but here's a general list.

Changes:

- Removed 2 nodes.
- Changed link setup.
- New radar map.
- New buildings at primaries.
- Second world war radar mask at 1.
- Placed bars by node 3 buildings to stop vehicles driving through them.
- Increased size of ship and moved node 3 closer to provide cover.

- Dragon replaced Cicada at 1.
- Rail tank replace Aegis at 4 and 7.
- Cobra replace Warthog at cores.
- Wathog removed from 10 11 replaced with EONS Scorpions by vent shaft exit.
- Replaced EuScorpius from 4 9 with Spider Scorpion (minigun).
- Replaced Assault Hellbender and Aegis with Raptors at 3.
- Replaced EuScorpius with Aegis at 12 9.

Lots of other small change, I just can't remember what they were, sorry :oops: So far feedback has been very good apart from one person who said that the old version was better within 2 minutes, which as mindless drivel goes is hugely impressive.

OBLSB4.png
OBLSB4.png (177.02 KiB) Viewed 1403 times


Maniac wrote:I'm not sure if the node layout is good in terms of comebacks, but the other ones are certainly worse.


I agree. Primaries and nodes 4, 7 are all under cover plus nodes 12 and 9 have Aegis's so I think it will come down to whichever side makes best use of their vehicles to take and hold nodes 1, 2 and 3. I've tried a hundred different setups and this seems to be the best.

The Banshee seems to be too raw for normal use, though. The bullets don't fly straight to the target as for me, and their damage/blast radius are too small to use them as an area-of-effect weapon. Still, it's something new and the differences between Cicada and Banshee are not big enough to affect play style.


That's the last gameplay change that needs looking at, I'm thinking of simply replacing them with Cicada's. Everyone agree?

-------------

There's a few little thing that need changing but I think we should have the final edit by the end of the week.
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Maniac
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Re: OmahaBeach

Postby Maniac » Tue 21. Apr 2015, 15:44

Great job Cat! :thumbup:
I wasn't satisfied with the original OB as it was too spammy, and I wanted it to be closer to the real world WWII battlefields... But I like what you did here way better than what I had in mind - it is much closer to UT gameplay and much better in the terms of balance.
+1 for Banshee -> Cicada
P.S.: this map is the first map I played on CEONSS :)
P.P.S.: stupid forum spellchecker is not familiar with the 'gameplay' word.

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Re: OmahaBeach

Postby Cat1981England » Wed 29. Apr 2015, 20:05

This is the final edit - ONS-OmahaBeach-)o(-V3-C-Final

Changes:

- Fixed floating trees behind 5/6.
- Placed Forcedirectionvolume between stall-z and ceiling of map to stop flyer's receiving damage when accelerating straight up.
- Replaced Banshee with Cicada at 4/7.
- Replaced Dragon with v3b version.
- Falcon's load from package rather then myLevel.
- Increased lighting on core jumpads and removed hidden jumpad static meshes.
- Fine tuned cull distance.

Thank you all for your play testing, bug feedback and suggestions.
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Cat1981England
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Re: OmahaBeach

Postby Cat1981England » Wed 29. Apr 2015, 22:35

Ok, well, got some extra feedback today, new ideas and suggestions. So when I said this is the final edit I lied. V4-beta 1 will be up this weekend :lol:
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Re: OmahaBeach

Postby Maniac » Wed 29. Apr 2015, 23:33

Even more changes? Seems OK as is now, as for me... :eh:

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Re: OmahaBeach

Postby Turbo K » Thu 30. Apr 2015, 19:56

I have a question: Why do you separate out all the .u files instead of embedding them? They don't take up that much space.

Also, would you mind including the file WVrailguntank.u in the next release?

Thanks

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GLoups!
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Re: OmahaBeach

Postby GLoups! » Thu 30. Apr 2015, 20:24

A little waiting up here, beautiful quality of gameplay i think, I must say that I am a little jealous now :ghehe: :yippiiieh:

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Cat1981England
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Re: OmahaBeach

Postby Cat1981England » Thu 30. Apr 2015, 21:40

Turbo K wrote:I have a question: Why do you separate out all the .u files instead of embedding them? They don't take up that much space.


Well we have 89 maps currently on the roster, a few zombie maps plus a few on rotation, at a guess I would say we have around 120 maps. It would only take one of those maps to load a vehicle from a package for all the players to have that .u file, so if we did embed them it doesn't do anything for us other then increase the size of the map. We will all die of old age before we managed to edit all the maps so it makes sense to keep using the packages.

I can always embed the vehicles and send you a final copy once we're done if you like?

Also, would you mind including the file WVrailguntank.u in the next release?


Sure. It is part of our map pack, but here's a copy WVrailguntank.u

Maniac wrote:Even more changes? Seems OK as is now, as for me... :eh:


Yeah I thought so too, but we've missed a few things which Peg has found while reviewing the map.

To do list:

- Node names need to be changed to match the new link setup.
- The ship needs a collision volume because flyer's can go though the ship.
- Increase the scale of the darker soil around the ship.
- Four of the paving stones which go around the top of the corner garage nodes are kactors not static meshes and should be changed.
- The two minigun turrets at node 1 need to be moved as you can fall off the edge of the building if you exit which pointing in a certain direction.
- Re-enable pickup bases visibility.

A couple of other things that have been suggested are removing the nuke at n3 and replacing it with something. Minigun turret can see the Raptors at cores, EMP mine would be unsportingly dropped on cores all the time and anything else would just be more of a token then something of use, but I'm open to ideas here.

The Raptors at n3. I like them, I think they allow whoever holds that node to push a bit more, particularly when used with the nuke, but suggested replacements so far are Manta's or defensive Hellbenders.

The Railtank's being over powered for this map. I think they give value to the corner nodes which were ignored on the old version, still fairly vulnerable with the limited fog distance and are a good defensive/offensive vehicle around the back of the map depending on the situation.

The Link at Minigun Scorpions. They are fairly pointless on their own, but used correctly alongside the Railtank I think they serve a purpose.

------

That's it so far. Personally I think it plays quiet well as it is, but if we are to make some changes, I would like to have it done by Sunday because the list of other edits is starting to back-up and I'm sick to the back teeth of this map :p , so speak now or forever hold your peace.
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.

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Maniac
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Re: OmahaBeach

Postby Maniac » Thu 30. Apr 2015, 23:27

Cat1981England wrote:... removing the nuke at n3 and replacing it with something ...

I suggest the EONS Nuke (the faster and stronger one, like at SpankJox). Both can get a node destroyed in one hit, but a normal nuke is too slow - the desired target node is usually locked when your nuke arrives there. The SpiderMine Nuke could do, too - combined with a Raptor, it's a mighty tool to get some distant node down fast.

Cat1981England wrote:The Raptors at n3.

Are totally OK. Having them there, you can get back to the battlefield extremely fast and have a chance to destroy the enemy node 3 is linked to. Mantas suck at climbing the hills and surviving afterwards, and Benders are of little use there. E.g., I've seen 2 Benders + 1 pedestrian owned by 1 Falcon there.

Cat1981England wrote:The Railtank's being over powered for this map.
The Link at Minigun Scorpions.

All of these vehicles are specialist ones (you can't use them in point-and-shoot manner like Goliaths). And on this particular map, there are many counters to them and many ways to use them, up to the Spiders (MG scorpions) being a counter to the Railgun Tank (they provide a main target to the tank, so it doesn't shoot anything else - or take it down pretty fast if it does; and you can just grab the same vehicle after respawn), and Link scorpions + Railgun Tank being
a counter to the Spiders in such case (the healing effect allows the Railgun Tank to ignore the damage).

Still, all the points above are on the level of suggestions, for I have no strong foundation for any of them. :dunnosoz:

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Re: OmahaBeach

Postby Turbo K » Fri 1. May 2015, 06:23

Did you intentionally leave in the vehicles where the nodes between 6/7 and 4/5 used to be?


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