ONS-Mothership-C

Anything about UT2004 mapping, Uscripting & more
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GLoups!
Posts: 552
Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

ONS-Mothership-C

Post by GLoups! » Sun 2. Oct 2016, 16:34

Thanks for feedbacks ;)

ONS-Mothership-C-Beta7

-Best vision at low altitude, best vision in general.
-Delete the two turrets at nodes 4 and 1.
-Add the miragetankII at bases, not sure who have made it, taken from VCTF Forgotten valley.
-Add the Cherufe from Castiel vehicle pack 2.
-Delete two nodes in link setup.
-Add velocity in secret area, and alternate with strike painter.
-Vehicle changes : move the Huricanne, add biotanks..
-Clean up the platforms at bases for moving dragons and phoenix there.
-Restore the effects for the teleporters to that platform.
-Small vehicles changes.
-Small fixs.

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Cat1981England
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Joined: Mon 23. Aug 2010, 15:35

Re: ONS-Mothership-C

Post by Cat1981England » Sun 2. Oct 2016, 20:21

Now on the server.

Getting better and better GL :thumbup:
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Gaffer
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Location: Germany

Re: ONS-Mothership-C

Post by Gaffer » Sun 16. Oct 2016, 07:10

Hey Gloups, thanks for making these maps. Keep it up!

Yesterday while it was being played on the server I fell (or rather drove my eon scorpion) through the map.
I entered somewhere around where my cross-hair is pointed.
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Zon3r
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Re: ONS-Mothership-C

Post by Zon3r » Sun 16. Oct 2016, 08:17

I like this edit, nothing else to add :)
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GLoups!
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ONS-Mothership-C

Post by GLoups! » Sat 1. Jul 2017, 11:26

Hello there, it's the v2 version with the following changelog, it was not planning but finally may be good idea :

ONS-Mothership-V3-GL-C

-Visuals and sounds enhancements (fog color, textures fix, sky box,custom wind ambients sounds).
-Rebalance vehicles setup.
-Lots of bugs fix and performances optimization.
-Trigger use and posses: fix bad alignement of emitters while changing yaw.
-Turrets bugs fix and new weapon for link-turrets.
-The mirage tank II is now more powerfull, fire+alt fire..
-Link setup: the center node under the ship is now standalone.
-Adds somes Jumppads for better movability at the top of the ship.
-Platforms for somes nodes have been scale up by 1.5x.
-Hybricast: a new custom class of scorpion, new weapon, customs sounds, and new horn.
Shot00308.jpg
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Miauz55555
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Re: ONS-Mothership-C

Post by Miauz55555 » Sat 1. Jul 2017, 17:12

Bruuummmm... Nice one the speed is just right that you still can controll it.

What's the damage from the Scorp?
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GLoups!
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ONS-Mothership-C

Post by GLoups! » Sat 1. Jul 2017, 18:15

oh, weapons damages, vehicles damages, health and ImpactDamageMult are the stocks ones from the scorpions, i did not want to break something that work , the thing it's i always think that the scorpion is a little slow for me, just my taste ;), just like the stock paladin.

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Hawk
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ONS-Mothership-C

Post by Hawk » Sun 2. Jul 2017, 06:52

Mothership ? Omg the admins mothers are on that ship ?? Hurry hurry abandon it they will tell you not to eat with your fingers :muahaha:

:lol: :yoman: :slurrp:
Hawk
Free as a bird

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GLoups!
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ONS-Mothership-C

Post by GLoups! » Sun 25. Oct 2020, 19:49

I'm back on this edition, originally it was to correct a server dependency problem and i ended up with more important changes.

First i decomposed the static-meshes that had been assembled in big pieces by the creator and saved in mylevel to replace them with those of the original packages, this allowed to reduce the file size of the map and help a lot for the optimization with the portals zones avoiding their perpetual display by the engine.

Also somes work has been done quite a bit on zones portals and optimisations, numbers of dependancies, rework the bot-paths and starting points, lightings, high-details and super-high-details settings, rework the jumppads inside the ship, correction of many problems, improve visuals details.

On the gameplay side, i have modified the terrain at node 3 to bring it back to the same height as node 2, which allows more coherence for the balance at team level.

Node 9 of the mothership's entrance has been moved further outside into a new building, which allowed the kraken to be moved to this location, and the link-setup has been modified somewhat, as well as the vehicles distribution.

External vehicle transporters to the interior of the mother ship are now activated by the construction of nodes 2 and 3 and are deactivated when they are destroyed, they are only activated by the team controlling the nearest core, so as the attacking team approaches the core of the defending team the latter no longer allows access to the ship even if the node is build by the other team.

Lastly i have added the animated logo of ceonss directly on the radar image.

ONS-Mothership-V4-C