ONS-OverRun2004

Anything about UT2004 mapping, Uscripting & more
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laboRHEinz
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Posts: 1257
Joined: Fri 4. Sep 2009, 13:28
Description: Old Fart
Location: Hamburg

Re: ONS-OverRun2004

Post by laboRHEinz »

Thanks for keeping us updated.
But there's still only one node ;)
Please try playing it with 31 masterful bots + you and let us know how it feels after 20 minutes and overtime :roll:
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

Re: ONS-OverRun2004

Post by Kaal979 »

The bots are abit heavy - they snipe as soon as someone shows only his hair.
But its a good thrill and i think in some hours its even possible to suceed.
I usually play with normal enemies what makes it abit more realistic.
Unfortunately i dont get how the ai points gonna work correctly.
I just copied them with the base map torlan.
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

Re: ONS-OverRun2004

Post by Kaal979 »

I found out a minor improvement for the online gameplay:
increasing the tankfactories spawn delay. This way the
tanks cant bang the node continuous what real players
would surely do. Also the minigun turrets should spawn
more delayed - only the scorpions are correct
(for redeemer racing). But for offline play the current
version fits somehow better so in case you add it to
the server make the modifications and add the server
tag to the name.
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004Final4

Post by Kaal979 »

Ok - now i decided to upload the new version with the delays. :wave:
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

Re: ONS-OverRun2004

Post by Kaal979 »

I tested the map on another server and it was quick and dry.
First we dominated the hilltop for a few minutes but then like
bloOdy beginners were backstabbed and sent to helL like some.
This damn bastard must have hidden on the roof all the time!

:wave: :mrgreen: :lol:
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004Final5

Post by Kaal979 »

Reupload of new version!

New fixes:
added damage zones in the corners
and adjusted skycam for farther sight.

Older fixes:
lowered fort wall to fill gaps and
increased vehicle spawn delay.

:shock: :silent: :thumbdown:
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004Final7

Post by Kaal979 »

New version with raptors
and working laser turret available!
:o :shock: :?
http://www.unrealplayground.com/forums/ ... le&id=8001
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004Final8

Post by Kaal979 »

New version with optimized defense point tags available!
http://www.unrealplayground.com/forums/ ... le&id=8019
ImageImageImageImageImage
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Kaal979
Posts: 13
Joined: Wed 15. Jun 2011, 14:14
Description: MarsColonyBX801

ONS-OverRun2004

Post by Kaal979 »

Gameplay Video: