ONS-OverRun2004

Anything about UT2004 mapping, Uscripting & more
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Kaal979
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Description: MarsColonyBX801

ONS-OverRun2004

Postby Kaal979 » Wed 15. Jun 2011, 14:24

Hey thar!
Id like to find my new map on the server.
Image
http://www.unrealplayground.com/forums/ ... le&id=8019

:wtf: :oops: :?
Last edited by Kaal979 on Thu 29. Sep 2011, 18:55, edited 6 times in total.

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laboRHEinz
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Re: ONS-OverRun2004

Postby laboRHEinz » Wed 15. Jun 2011, 17:46

Thanks for the map & download link. I'll check it out and give some feedback. But be patient a bit ;-)

Zon3r
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Re: ONS-OverRun2004

Postby Zon3r » Wed 15. Jun 2011, 18:59

i don't want to be rude, just saying that this needs some work.
Image

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lilalurl
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Re: ONS-OverRun2004

Postby lilalurl » Wed 15. Jun 2011, 19:46

Winamp auto-tagging says the music is:
Masada - All Systems Are Go
from Rocket Arena 3 Soundtrack

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Kaal979
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Description: MarsColonyBX801

Re: ONS-OverRun2004

Postby Kaal979 » Wed 15. Jun 2011, 20:21

Thanks!
I just fixed a small hidden bug and will upload version final2 asap! :crazy:

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lilalurl
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Re: ONS-OverRun2004

Postby lilalurl » Wed 15. Jun 2011, 20:38

I have a simple question, after testing a bit the map and also reading the posts on the )o( forums:
How do you envision the map? In other words, how do you think people will play it? Which other map do you think is the closer in terms of gameplay?

Right now, I have the feeling you want a sort of DM map, with some vehicles thrown in, focusing the fight around the node.
I suppose you consider the two teams will fight to conquer the node and finally when one manage to get it, they can only manage to attack the enemy core if they have good teamplay and especially good defenders.

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Kaal979
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Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004 Update

Postby Kaal979 » Wed 15. Jun 2011, 21:29

Yes - the map literally requires luck.
But thats even more fun then.
Btw. - the fixed version is now available in the first message. :thumbup:

P.S.:
Just like most deathball maps
which also seem unfinishable.
Maybe you could write a map mutator or
something that doubles the playing time.

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laboRHEinz
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Re: ONS-OverRun2004

Postby laboRHEinz » Sun 19. Jun 2011, 09:52

nice work man & thanks for offering your map.
But I'm afraid, a single-node-map won't work on a 32P server. There have to be more nodes, at least two node-pathes from core to core and several node-hops.

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Kaal979
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Description: MarsColonyBX801

Re: ONS-OverRun2004

Postby Kaal979 » Sun 19. Jun 2011, 13:51

But you must consider that theres a trench
system which effectively acts as a second node!
And once the node got defended and loaded
the players can spawn there to half their way.

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Kaal979
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Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004Final3

Postby Kaal979 » Tue 21. Jun 2011, 17:11

New version updated!
Now with working spawn select.
;) :oops:


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