ONS-MiauzMantaMadness

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

Postby EmanReleipS » Sun 22. Oct 2017, 21:50

Hey Miau,

Great to see this map on the server! :thumbup:

Sorry, I forgot to grab a demo of this map tonight, but I will try to write the feedback that I heard down by memory:

  1. Not enough Avril ammunition -> On a map with so many fliers, it will be good to have a lot of Avrils. Could you check if the ammo is maxed out, please?
  2. No team colors for the Super Mantas -> I think I saw plenty of red and blue mantas, but could you double check that all the custom mantas have two skins (one for the red team and one for the blue team)? Maybe they do and it's just hard to tell them apart due to the lighting, or a few don't. Since we still got the team icons, this is probably not the worst thing, but it may be a good idea to reduce the amount of mantas that don't have team skins to make it less confusing.
  3. Map layout confusion -> This is my own observation, but a lot of players race out of the base and want to go to the center of the map, but end up at the primary instead. Could you maybe place little signs on the walls of the hallway like " <- node" and " -> core" or something like that to help our players?
  4. Map size -> We have talked about this one before and the map size has come down nicely after compressing it to uz2 format. However, the other files that have to be downloaded in order the play the map are a problem, in particular Ledtex. It's...bigger than the actual map...(even after compression...). :( Is there anything else that would look cool that you could replace it with?

Thank you for this neat new map! :clap: I hope you will get some more feedback from the peeps! I'm sure they will enjoy playing on it a lot!
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Hawk
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Postby Hawk » Wed 25. Oct 2017, 11:52

Heey Miaauz, great map.
Only one real remark from me : the holes in the ground outside that lead to the tunnel are to big. Even the tank drops in lol and you can't get it out as far as I know. Maybe you could make them the size of masterbath so that no vehicles can drop down in the holes.
Other then that, great map :clap:
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Postby Crazy_Eddie » Wed 25. Oct 2017, 16:12

Hawk wrote:Heey Miaauz, great map.
Only one real remark from me : the holes in the ground outside that lead to the tunnel are to big. Even the tank drops in lol and you can't get it out as far as I know. Maybe you could make them the size of masterbath so that no vehicles can drop down in the holes.
Other then that, great map :clap:


Took me a minute to figure out, but I think your meant MasterShower.
(Unless there tunnels in MasterBath I don't know about!)

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Miauz55555
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Postby Miauz55555 » Wed 25. Oct 2017, 19:49

Thanks for the feedback chaps.

Not enough Avril ammunition -> On a map with so many fliers, it will be good to have a lot of Avrils. Could you check if the ammo is maxed out, please?

It's not. It was meant to prevent Avril spammers from the rooftop. At the moment there are 5 .. and on every node is a weaponlocker.. maybe 7 would be ok?
No team colors for the Super Mantas -> I think I saw plenty of red and blue mantas, but could you double check that all the custom mantas have two skins (one for the red team and one for the blue team)? Maybe they do and it's just hard to tell them apart due to the lighting, or a few don't. Since we still got the team icons, this is probably not the worst thing, but it may be a good idea to reduce the amount of mantas that don't have team skins to make it less confusing.

Actually I was thinking they don't have teamcolours.. but they have.. all of them.. but some are harder to see than other.
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Map layout confusion -> This is my own observation, but a lot of players race out of the base and want to go to the center of the map, but end up at the primary instead. Could you maybe place little signs on the walls of the hallway like " <- node" and " -> core" or something like that to help our players.

I will look at that.. the Bots had problems to find the high-nodes.. (8 and 1) maybe the players have the same problem? =D
Map size -> We have talked about this one before and the map size has come down nicely after compressing it to uz2 format. However, the other files that have to be downloaded in order the play the map are a problem, in particular Ledtex. It's...bigger than the actual map...(even after compression...). :( Is there anything else that would look cool that you could replace it with?

I know =D .. I first wantet to clear it out, but .. well .. you know.. I will put something other to the place, or try to get rid of the extra texture.
Only one real remark from me : the holes in the ground outside that lead to the tunnel are to big. Even the tank drops in lol and you can't get it out as far as I know. Maybe you could make them the size of masterbath so that no vehicles can drop down in the holes.

It was intendet that you can push down in a Manta.. go to the midle.. grap the Nuke.. go to an exit.. granadejump with the Manta out of the tunnel and Nuke a Node. That was before I put the movers down there.
I will look at it to prevent the Tank to "fall" into it. Btw. The tank was intent to be the last defence line in the base.. with it's two turrents and the small corridors it should be very hard to attack the core.

No complains about the Mantas? Like tooooo fu* overpovered? I may make the respawntime higher and remove two of the fire Mantas?
Performance ok? I can put some fog on the Map... maybe an other Skybox.

I will make the big ShieldJump in the Stargateroom easier. An delete some lights to improve the performance there.
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Postby Hawk » Thu 26. Oct 2017, 20:58

No NO don't remove any of the manta's pls :firedevil: . Since when do people only use that 2 turret tank as defence héhé. its too hard to resist that tank :lol: :yoman:
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Postby Zon3r » Sat 28. Oct 2017, 11:05

*after i have discovered the rooftop i agree about the possible avril spamming, and that 7 should be enough
*finding nodes that are inside, more specifically 8 and 1 are a pain for me in the heat of the battle, as Ema said, some pointers would be nice.
*tunnels are confusing too, i get into a tunnel that points towards a node only to get out somewhere completely different.
*Nodes 2 and 6 need to get linked, also 5 and 9. because 5 and 6 are right next to the base exit, and it's usually on enemy hand and locked, spawnkilling is inevitable, and can't even get out of the base in the tank cause it gets destroyed
*Rooftop access to all nodes that are inside would be nice
*windblade is OP, it does very little damage to nodes and vehicles, but it's very deadly against players that are on foot or in an open vehicle like scorp, manta, if it hits the manta from the side, kills the rider while the vehicle is almost intact, you don't need precision to use it, hit the ground next to a player and it's either instakills them, or sends them flying, it can overturn benders, paladins, not affected by physics, not pushed/pulled by turret and that green manta thingy, last night tried it out for the first time, and it's just owns.
*that vortex tank isn't much of use, and don't know what it can be replaced with, it's slow and quickly gets destroyed by these custom mantas

Can't think of anything else
(wanted to shoot that massive ion cannon to destroy some distant planet, so ghosted through the barrier only to find out it's not real, i cried :D)
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Postby Miauz55555 » Tue 31. Oct 2017, 17:45

  • Make the Avril ammo up to 7 where Avrils are in the weaponlockers (at 8 and 1 are no Avrils)
  • Will make some sings.. navi stuff so that it will be easier find the right way.
  • The tunnels are just straight.. you can go to all 4 terrain nodes very fast.. but I will make some sings there as well.
  • Actually you have access to the mid high way from all nodes. The roof top is (on food) indeed just from the core, 1 and 8 to reache.
  • Not sure about the Mantas at all.. Hawk want to stay them.. I will make them 90s respawn and that windblade 150 hp.
  • The Vortex is meant to suck in the Mantas and break the defense from the Paladin at 10 and 3.
  • Removed the BatterieLanscher and put an EMP-Mine on that place.. that means there are 4 hidden EMPs than.
  • 2 and 6 can't be connected.. that would make 6 a 4 string node... The meaning is to grap 6 and than go up to 1.. the fastest way is to take the Manta and drive the long way which starts at 2.
    The tank is meant to defend the core and there are 2 exits.. actually the doorway is not a real exit from the core room. However, I will remove the spawnpoints at 5 and 6. If someone has a better link setup feel free to contribute it (with some explanaitions why that one is better).
Made a Video how to grap the WGS-Nuke. No sound and bad video quality.


[...](wanted to shoot that massive ion cannon to destroy some distant planet, so ghosted through the barrier only to find out it's not real, i cried :D)

Mission accomplished. :p
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Re: ONS-MiauzMantaMadness

Postby SysX » Wed 1. Nov 2017, 12:18

man I will never get to that deemer spawn, my parkour skills are terrible :(
Commercialized Killer!!!

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Miauz55555
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Re: ONS-MiauzMantaMadness

Postby Miauz55555 » Wed 1. Nov 2017, 20:29

Sure.. there is just one "hard" part.. and that is the dodge around the corner. I may should mention that you need to bind the translocator to a key.. when the disk is fired you press that key and can look through the disks camera... sadly you can't see it on the video.

There is also a normal nuke in the tunnel together with a helth keg.

You may want to watch the wgs nuke video from RottenTanks.. it's a little harder to get.
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ONS-MiauzMantaMadness

Postby Miauz55555 » Wed 22. Nov 2017, 22:11

Made a few things.. can someone please take a quick look if the sings are ok this way:
https://www.dropbox.com/s/h90fipvmqegn1s6/ONS-M5sMantaMadness-C-Beta9.7z?dl=0
Also purged the big texture file and some other things... not 100% ready now, but I forgot what to do now. :lol:

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