ONS-MiauzMantaMadness

Anything about UT2004 mapping, Uscripting & more
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Miauz55555
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ONS-MiauzMantaMadness

Postby Miauz55555 » Sun 27. Nov 2016, 18:24

W.I.P:
I want to introduce a new concept map. With many different Mantas inside it. I know much Mantas could be a problem for gameplay, but I try to make the layout so that it is not.
Here is a Alfa: The terrain has to be recreate as well as all botpaths on it.. also the paths are not connected to everything so don't take a closer look at them.
The theme should be some steampunk like stuff. So when you know where I can find some nice static meshes just speak. I could also need some help with the terrain texture.. I don't want to use 20 layers.. there are 3 atm.. I think I can go up to 7 to keep the filesize small. The vehicles are just placeholders atm and only at the cores. At the blue core is a raptor.. but I'm not sure if an ordanary raptor with the homing missiles is a good idea.
There are two main doors in the coreroom which goes to the primes and to the terrain part. there are also two foodways which lead direkt to the prims. And a corridor to sneak up with the mantas. The core should be easy to protect with a tank. The primes are also on food friendly.
The main batle shall be the terrain part with 4 nodes on it. An underground system to that 4 nodes where is place for a Manta but narrow enough to destroy it on food with a nuke and a 100-health in the midle. So deap that you will hurt yourselve if you jump in it but not die.. and you can grenadejump out of it with the Manta. I maybe put some 'traps' inside.. depense on the filesize and performance.
The map will also have a higher node and you can litfjump on the rooftop of the surrounding area with lift inside the coreroom.
I will also put a "secret area" inside with a litle trialrun to claim some overpovered Items. The entrance will be very obvious so 'secret' is not the best word.^^ That part is ready, but not in the download.
(ONS-MiauzMantaMadness-PreAlfa46d.7z · 1,78 MB): **edit: link removed**
And her one pictuare from the coreroom:
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Butze
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Re: ONS-MiauzMantaMadness

Postby Butze » Sun 27. Nov 2016, 19:26

ONS-MiauzMantaMadness-PreAlfa46d.ut2: Datei für Paket 'Arch_WalkwaysT' nicht gefunden

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Miauz55555
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Re: ONS-MiauzMantaMadness

Postby Miauz55555 » Sun 27. Nov 2016, 19:31

Isn't that one of the normal game files?
Or maybe one from the community bonus pack?
You for sure need some files from the normal ceonss map pack and from the community bonus pack.

However here you go.
**Edit: Link removed.**
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Xac
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Re: ONS-MiauzMantaMadness

Postby Xac » Wed 30. Nov 2016, 09:54

On any manta map, to make it interesting, there needs to be a "Relic of discombobulation". So if you happen to be walking along minding your own business and one of those pancake freaks (you know who you are :p) comes along and tries to squish you, they spontaneously combust, leaving you to quietly go on your way unperturbed.

It might make those who like to sit in mantas all game, running around squishing people as they spawn at locked nodes, something to think about ;)
I tried to drown my sorrows, but somehow they learned how to swim...

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Gaffer
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Re: ONS-MiauzMantaMadness

Postby Gaffer » Wed 30. Nov 2016, 13:10

Xac wrote:On any manta map, to make it interesting, there needs to be a "Relic of discombobulation". So if you happen to be walking along minding your own business and one of those pancake freaks (you know who you are :p) comes along and tries to squish you, they spontaneously combust, leaving you to quietly go on your way unperturbed.

It might make those who like to sit in mantas all game, running around squishing people as they spawn at locked nodes, something to think about ;)


I'd like to take this moment to hail Xac as a visionary and request that he have final say in all map-creating endeavours. :clap:

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Xac
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Re: ONS-MiauzMantaMadness

Postby Xac » Fri 2. Dec 2016, 10:38

Gaffer wrote:
I'd like to take this moment to hail Xac as a visionary and request that he have final say in all map-creating endeavours. :clap:


Thanks Gaffer, but I don't think I'd be able to handle that level of responsibility ;) I don't think I'm the one to "drain the swamp" :p :lol:
I tried to drown my sorrows, but somehow they learned how to swim...

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Miauz55555
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Re: ONS-MiauzMantaMadness

Postby Miauz55555 » Tue 10. Jan 2017, 19:08

Litle update:
Thinks to Do:
All outside things like terrain layers and debries and so on.
Vehicle loadout.. have to think about that.
Details and emmiters in the inside.
...
Things I'm quite happy with:
All inner rooms and the extra weaponpickups. So far: 1 Redeemer, 1 WGS-Nuke, 2 EMPs, 2 Nerfed-BatteryLanchers (1/3 Zap-damage and not trowable), 2*3 Jumpboots. To get the most you need to shieldjump or use the Jumpboots. The WGS-Nuke is the only one which needet a litle skill and time to get.. but you get some other revards as well.
If anybody want to give feedback at this point write me a PM and I will may send you the files.

And because I know you guys like pictures here some (very poor resolution to save bandwidth and not gamma-correctet).
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Cat1981England
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Re: ONS-MiauzMantaMadness

Postby Cat1981England » Tue 10. Jan 2017, 21:09

Looking good Miau :thumbup:

I don't know why, but it still reminds me of 2ndRaceway :dunnosoz:
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Miauz55555
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Re: ONS-MiauzMantaMadness

Postby Miauz55555 » Tue 10. Jan 2017, 22:45

Maybe bacause it has also a terrain center with a few rooms on the site.
But 2. is round.. this one has 8 sites and 8 rooms inside.
My first concept was nearly 10x as big as that one.. I wantet to create the 8 rooms with 8 different terrain parts which fits to the different manta theme.. like air, water, summer, winter,.. and a 9th terrain out of lava in the midle.. and different skyboxes.. but I realized that that would have very poor FPS, a very huge filesize and the probability of much HOMs.. and much more time. :lol:

At this point the filesize is 28 MB when it's complete.. poorest FPS is in the coreroom and in the terrain-area like the poorest I could find on the stock-torlan without bots and without notes builded. Compared with 2. the poorest-fps is 2.3* higher atm.. I could add an air-strike-painter to each weaponlocker to kill the FPS? :nuts:
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Miauz55555
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ONS-MiauzMantaMadness

Postby Miauz55555 » Fri 28. Jul 2017, 20:53

OK I just bring that to a playable Beta. I think I just used files which are on the server and in the map package or which are in the download from the Medival edit.

If someone could please take a look.
ONS-M5sMantaMadness-C-Beta1.7z · 5.56 MB:

Code: Select all

Credits in the map in notes.
The BotPaths are crap, but they are doing something and will destroy the core at the end.
The RadarMap is crap. on some nodes is needs in the one direction on other in the oposite.
I'm not sure if the vehicle layout will work. The powerfull Mantas have a higher respawn time.
I put some relics on the map.. not sure about the amo-relic.
There is a BateryLancherPickUp hidden. Extra amo in the midle of the map.. I may remove the amo-relic.
Other relics are speed in the midle 180s respawn, 3x health (2x terrain, 1x secret room), 1 radiation (tunnel), 2 agility (jump higher; rooftop).
SuperWeapons: Redeamer in the tunnel, Nuke in a "secret" room. The entrance is the Stargate in the midle of the map)
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