ONS-CBP2-Valarna

Anything about UT2004 mapping, Uscripting & more
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fors
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ONS-CBP2-Valarna

Post by fors »

Files:

Just map - install only along with the music!!! in the music contains half of the atmosphere of the map!

https://www.dropbox.com/s/y4o1zk00dihhq ... V1.7z?dl=0

Package files used on this map. (if you want to play independently)

https://www.dropbox.com/s/6sn54ljp5iogv ... V1.7z?dl=0

Possible files! (NaliCast.utx and NaliFX.utx) I still can't understand do you need these files for the map working please someone look it up!

https://www.dropbox.com/s/l64bzax9528qt ... 29.7z?dl=0

The previous version of the map (if you were wondering)

https://www.dropbox.com/s/2tctgi9e62l2r ... 9.ut2?dl=0



I would like to give all of you the new edit map ONS-CBP2-Valarna. Consider it a gift for the new year, which stuck in the pipe and finally fell out)

Historical map.. the map Author wanted to continue the idea of the First Unreal. I decided to help him. Much time was spent to transfer the content from the First Unreal on that map.
List of changes:
- redesigned the connection between the nodes (this looks like a modified old scheme from the time of Techcom)
- vehicle balance was half recycled. (For a basis was taken the system out ONS-CBP2-Valarna-BadWolf-V1tc-, advantages of the new system: each node is have a tank vehicle; 1 or 2 vehicles against the air vehicle (not counting turrets); and high speed vehicle (but not in the center))
- default nodes have been replaced by advanced nodes (I don't remember what it's called).
- players have problems with Static Mesh 'ArboreaLanscape.Cliffs.littlerock01', it stuck vehicle. These meshes were replaced by others.
- some existing static meshes have been optimized a bit (in the static mesh StaticMesh'myLevel.Misc.rondgunplateau' I deleted the extra polygons, in some meshes have changed collision etc.)
- reworked the fence! now it is possible not to crash:) and I simplified his model.
- I did not like the coloring of the surface of the earth. In some places they were a blurry texture. I fixed the blur and began to look much better. plus I'm a little smoothed terra, sometimes she looked like cubes/
- antiportals worked not to their full potential. I brought them to perfection.
- my favorite bio-rifle is finally on the map!
- 5 and 11 nodes is impossible to keep! I put it just below ground level and added stones for protection. Now to keep this node will be much easier.
- many small fixes have been added. (for example extra pieces of terra have been removed or for example there was one inaccuracy regarding attack the Central node from two nodes, which I fixed, try to guess for yourself :) )
- on the map there is a bell sound but... WHERE IS THE BELL!!!??? I fixed it!
- on nodes 1, 3, 7, 9 were added shields for balance. These nodes are very open, but now these nodes will be harder to destroy. In the 5 and 11 nodes added jumppads for to people could attack the base more faster and do not spend time to overcome the big mountain.

Fans of the Great First Unreal dedicated!

a list of my changes!
- it's long, just see for yourself!
- all the buildings are taken directly from the First Unreal. In the same way the textures were taken to maintain the style.
- what I said about the bell sound? Au.. I found the bell. The bell and its sound were also taken from the First Unreal. And you know what? He rings!!! (I have tried to do so, the bell was moving during ringing)
- added a few sounds from the First Unreal (for example, Unreal rabbits and birds)

I have more ideas on how to increase map and make it more intense. But performance fell markedly and therefore I at the moment I have work out. In the future I'll try to think of something again. I'm sorry for keeping you waiting, but it was worth it. FPS on the map has not changed, however the atmosphere of the map was improved and expanded! I loved working on this map. I even played again in the First Unreal, in order to delve deeper into the details and just remember it.

When editing I used the mod "Unreal 1 Co-op", I recommend to everyone to look for it and play it! personally I played this mod on the Black Mesa Server, which also helped when editing)

Special thanks to the Author of this mod!

Special thanks to Gloups for a both tips in the process!

Special thanks to Amperlissie for testing and little support!

I asked him to make a video, something like first day at Valarna. Can look at a map if you are too lazy to download the files :) we have tried to show the main fixes and a beautiful view of the map plus a couple of bonuses from Amperlissie.
Last edited by fors on Wed 3. Feb 2016, 13:23, edited 1 time in total.
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fors
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Re: ONS-CBP2-Valarna

Post by fors »

for comparison, look at the screenshots taken from the First Unreal (via the editor)
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fors
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Re: ONS-CBP2-Valarna

Post by fors »

for some reason I don't allow you to add more than 3 files at 1 post...
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Amperlissie
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Re: ONS-CBP2-Valarna

Post by Amperlissie »

Hello everyone. We played co-op mod for Unreal Gold: Return to na Pali on the engine Unreal Tournament 2004. **Edit Miauz55555: Removed server url.** I also have a video of this passage on the channel:

I really liked the technique, which is present on the map. The map itself is made very well and interesting.
Last edited by Miauz55555 on Thu 4. Feb 2016, 20:26, edited 1 time in total.
Reason: No advertising for other server please. [url=http://ceonss.net/viewtopic.php?f=8&t=9]Forum Rules[/url].
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Cat1981England
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Re: ONS-CBP2-Valarna

Post by Cat1981England »

Thank you to both of you for your efforts on this :thumbup: It's going to be interesting to see how people are going to play it, overall, i think people are going to like it.

There's a couple of little things that you may consider changing though.

- Weapon lockers could be replaced with the CustomWeaponLocker version found on BiggerBeerBattle.
- The map preview image could be replaced with a single image rather then a sequence of images to reduce map size.
- EONScorpions, KingHellHound, Wasp could be loaded from existing packages (EONS-Scorpion_BETA3.u HellHound.u Wasp_SeriesII.u) again to reduce map size.
- Badger could be loaded from the Badgers_V2beta3 package which fixes some bugs including players not being able to get out of the second seat.
- The terrain texture "newmoss" has blue flowers which appear in odd lines and could be replaced by ArboreaTerrain.ground.moss01ar
- The fog ring could do with a little adjustment to stop the popping into view of the hills.
- Some of the NaiiFruit are floating.
- There's grass coming up through some nodes.
- The player spawn points could be looked at. Some nodes seem to not have enough and some are quite far away from the nearest weapon locker.
- Maybe consider reducing the fog distance down from 22000 to 16/17000 and adjust static meshes cull distance to help with performance.
- The fps is very low around the centre of the map. Any chance of some additional anti-portals in this area?

That's all i can find Fors. Keep up the good work :clap:
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Miauz55555
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Re: ONS-CBP2-Valarna

Post by Miauz55555 »

First of all thank you both for the work. It seems you had fun.

1 Design:
You have reached what you was intend to do. The buildings are looking like a game from 1998.

2 Link Setup:
Interesting could be fun.

3 Vehicles:
Difficult. On the one hand the Kraken, Mino, Bio, Wesp, Acre.. (Nuke thing), etc. are interesting. On the other when you have the Mino with that vehicles and don't run into the blast from the Kraken or let the Bio shot you, you are unbeatable. If you can get 11 or 5 and drive the 'Novamissile' to the core you drain it by more than 60 %. When you look at the screenshot the red Kraken can control and destroy all red notes the blue the other way around but 4, 5 and 7. So when the Kraken has 3 or 4 players inside, the team who destroys the enemy Kraken first will win. But I think we can try it with them.

4 Bug:
The health thing (NaliCast for what are the two files are, but which wasn't exta necessary in the original CBP-Map.) You get +75 hp for each until you have 199 hp but it says +25 hp. You can also see it in your video.
You can shot through the shields with shockcore and biostuf.
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Zon3r
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Re: ONS-CBP2-Valarna

Post by Zon3r »

Can't really add too much, as Miauz said, the mino and kraken combination is a bit of a challenge
Also, the spawnpoints at the cornernodes (4-10), that are inside the windmill have no bot paths it seems, cause the bots can't get out from there once they are spawned
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GLoups!
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Re: ONS-CBP2-Valarna

Post by GLoups! »

Nice map, the news buildings/house are good to fit the atmosphere of the map, here are somes suggestions for the flows around the nodes 3 and 9:
-it's a little difficult to enter the littles houses, expressly if you have to hide quickly from the vehicles under attack, you need to jump for enter, you can add a step there.(or edit the S.m in blender/max)
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-The teleporter in the house around the node 3 send you directly in the front of the wall, i know how it's difficult the fix the direction of the stocks teleporters, that's why i suggest to use the YawTeleporter, it's allow the players exiting to be on the exactly opposite of the arrow showing in unrealed.
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fors
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Re: ONS-CBP2-Valarna

Post by fors »

Miauz55555 wrote:First of all thank you both for the work. It seems you had fun.

3 Vehicles:
Difficult. On the one hand the Kraken, Mino, Bio, Wesp, Acre.. (Nuke thing), etc. are interesting.
All !!!
Thank you for your advice, I'm already working on it! If you are confused by vehicle, it is oldschool map, 5 years ago, I remember how crowded the server people played on this map. Here everything remains as it was before, only a couple of additions and corrections in the direction of balancing.
I good remember the gameplay from those times and on this basis made the changes. Much I can tell you, if you're interested.
Miauz, Zon3r!
Kraken will no doubt shoot many nodes as it showed Miauz. That's exactly what it was before and it is a feature of the map. But it can be quickly destroyed, for this there are a lot of resources. Earlier, Kraken was be good destroyed by the Minotaur, however, with the preponderance of forces, to destroy the Minotaur was almost impossible, and for a long time his driver could just do easy frags (something like the "Kraken number two"). He's still dangerous, but in the center it will be more difficult to survive. Wasp is a universal remedy against the Kraken and Minotaur. However, for the destruction of Wasps were provided more resources. As I wrote: each node is have 1 or 2 vehicles against the air vehicle (not counting turrets).
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Re: ONS-CBP2-Valarna

Post by EmanReleipS »

I kinda missed this map. :)

Nice work on the edit! :clap: I like your attention to detail (the bell!). I haven't had much time to look at it yet, but I can't resist saying as a woman (sorry!).....there's something weird with the houses. The roofs are a weird shape and the colors of the wood and the stones are too similar in my opinion (that makes the houses look like dark blobs from a distance).

Also, your houses have no windows. I think windows are a good idea because now (without windows) there is only one way out of the house. So if an enemy follows you inside, you are trapped. But if there is a window, you can jump out. You can also hide in the house and shoot at tanks, etc. I also recommend placing something special in the houses. A reward for going into the house, like a health keg, shield, or double damage. Not every house should have it, but some can have something nice.

Here is a picture of the houses from Halloween that I like. Maybe you can find similar textures (light stone texture or the roof texture) and make the houses on Valarna prettier.
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Good work and thanks for the gift! :thumbup:
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