ONS-Mothership-C

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Cat1981England
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Re: ONS-Mothership-C

Postby Cat1981England » Thu 11. Aug 2016, 21:10

Once again, thank you for your work GL :thumbup:

On the server, feedback welcome.
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Xac
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Mothership

Postby Xac » Tue 16. Aug 2016, 08:49

Not sure if someone has started a thread on this map already...but anyway...

Managed to play a few games while I was on holiday and I played Mothership for the first time.

Generally I think it is good, but needs a little tweaking.

I think the worst thing is that node 4 is so difficult to get to on foot. The question "How do I get to node 4?" comes up again and again in the in game chat.

The other bad thing about node 4 is that you can sit on the platform and spam the core and the base without much chance of being hit. Once one team has lost node 4, it's hard to take it back again, as unless you have a group of flyers it's hard to get a significant coherent force there to attack it (often there will be 2 or more people from the opposing team standing around node 4 and together they can take down a single flyer quite easily).

Maybe there should be a teleport pad at ground level to take you quickly to node 4?

For me, the colours used on the base do not have great contrast...a bit too much purple for my liking :)

There are some small caves you can get stuck in with a hellbender, they are between nodes and if you get stuck there you either have to leave the vehicle and walk a long way or suicide. These should be taken out, or reshaped so that they do not sink down from the entrance. They don't seem to have any purpose, there are no health/shield packs or special weapons in them.

The terrain is quite bumpy between nodes and it's hard to drive a badger around without losing control. Could this be smoothed out?

Finally, I think the label on the "Bottom Entrance" node should be changed. The school boy humour is unavoidable :lol:
I tried to drown my sorrows, but somehow they learned how to swim...

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GLoups!
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Re: ONS-Mothership-C

Postby GLoups! » Tue 16. Aug 2016, 12:26

Hey Xac, i think the map has already beeing reedit since your last play..

This:
Xac wrote:For me, the colours used on the base do not have great contrast...a bit too much purple for my liking :)


Xac wrote:...
The other bad thing about node 4 is that you can sit on the platform and spam the core and the base without much chance of being hit. Once one team has lost node 4, it's hard to take it back again, as unless you have a group of flyers it's hard to get a significant coherent force there to attack it (often there will be 2 or more people from the opposing team standing around node 4 and together they can take down a single flyer quite easily)...


Normally you can't hit the core directly from this point because there's a blocking volume above it, there's also more flyers now at bases and primarys, the turrets health at theses points have been decreased , and there's now a sentinel for slow down enemy's from inside.

Xac wrote:
There are some small caves you can get stuck in with a hellbender, they are between nodes and if you get stuck there you either have to leave the vehicle and walk a long way or suicide. These should be taken out, or reshaped so that they do not sink down from the entrance. They don't seem to have any purpose, there are no health/shield packs or special weapons in them.

The terrain is quite bumpy between nodes and it's hard to drive a badger around without losing control. Could this be smoothed out?

Finally, I think the label on the "Bottom Entrance" node should be changed. The school boy humour is unavoidable :lol:


Well, i can't figure out which cave is it, the badgers have been delete from the prymaries becauses they are useless here and replace by flamebadgers at nodes 1 and 2, i can smooth the terrains and nodes names in a ulterior edit but may be wait for a fews more matchs.

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Xac
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Re: ONS-Mothership-C

Postby Xac » Tue 16. Aug 2016, 16:19

GLoups! wrote:Hey Xac, i think the map has already beeing reedit since your last play..


Well, i can't figure out which cave is it, the badgers have been delete from the prymaries becauses they are useless here and replace by flamebadgers at nodes 1 and 2, i can smooth the terrains and nodes names in a ulterior edit but may be wait for a fews more matchs.


Hey Gloups,

Well done for all your hard work on this. :D

I seem to have a skill for finding holes in maps and falling into them :lol: Next time I play and I find it, I'll take a screenshot. I think it is not so far from the core, I think just after the primaries.

Another thing I noted was that somehow I found a special secret area, but it was spelt "aera" or something like that instead of "area"

Keep up the good work :thumbup:
I tried to drown my sorrows, but somehow they learned how to swim...

[P]etya
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Re: ONS-Mothership-C

Postby [P]etya » Fri 9. Sep 2016, 11:36

Fun map, but balance broken. Way too flyer oriented and too many nodes are close to each other. So it's fun because of the newer additions, like the automatic turrets, but it's tedious after some minutes, because holding the nodes are just frustrating, especially the middle ones.

Also Banshee just sucks. :D

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GLoups!
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Re: ONS-Mothership-C

Postby GLoups! » Wed 21. Sep 2016, 19:18

[P]etya wrote:Fun map, but balance broken. Way too flyer oriented and too many nodes are close to each other. So it's fun because of the newer additions, like the automatic turrets, but it's tedious after some minutes, because holding the nodes are just frustrating, especially the middle ones.

Also Banshee just sucks. :D


Agree with you except for the flyer things, lot a players ask for them, also the map needed some works, until now it has been really close to the original.

Here is beta6

-Banshee and bug fix due to the remplacement by Dragon.
-Some changes in vehicle setup: normal Badger return, whole terrain has been smoothing thanks for you Xak (and sound volume decrease in purple Base).
-Add Wiwern at 2 and 3, some little change for the rest.
-Fix the Viewshakers now working on the server.
-New link setup, the current one really have to be changed :p .
-Fog emitters are not longer rendered in the ship.
-Terrain in the ship has been replaced by ramps and configuration of node 8 as well.
-Two Vehicles teleporters for pedestrians and terrestrials vehicles near the bases (but not for flyers) that teleport directly inside the Mothership.
-Weight of the file.
-Optimizations.

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Sans titre 4.jpg
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Cat1981England
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Re: ONS-Mothership-C

Postby Cat1981England » Wed 21. Sep 2016, 20:21

Thanks for your continued work GL :thumbup:

Now on the server. Constructive feedback welcome.
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.

Castiel
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Re: ONS-Mothership-C

Postby Castiel » Sat 24. Sep 2016, 02:57

I have not played this map yet. However, whoever did it put the work into it. it is absolutely gorgeous. Only criticism, I think the fog is a little to dense. If that is an option, I would thin it out just a little.

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smalltown
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Re: ONS-Mothership-C

Postby smalltown » Sat 24. Sep 2016, 16:38

Map has potential but there are too many node in the recent node link setup and is it necessary for the sentinels to be present as it distracts everytime when attacking that node and not all air vehicles can destroy those things. And the jump-pad for the phoenix at core is still not there....
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GLoups!
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Re: ONS-Mothership-C

Postby GLoups! » Sun 25. Sep 2016, 08:06

Castiel wrote:I have not played this map yet. However, whoever did it put the work into it. it is absolutely gorgeous. Only criticism, I think the fog is a little to dense. If that is an option, I would thin it out just a little.


Well, i think it's a good idea to increase the distance fog start and put the fogs emitters higher, it would'nt hurt the performances anyway.

smalltown wrote:Map has potential but there are too many node in the recent node link setup and is it necessary for the sentinels to be present as it distracts everytime when attacking that node and not all air vehicles can destroy those things. And the jump-pad for the phoenix at core is still not there....


You mean delete the two turrets at nodes 4 and 1, right? it's a feasible solution. i'll go to check a couple of things.


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