Possible CEONSS maps

Server setup, history & future
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Pegasus
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Location: Greece

Re: Possible CEONSS maps

Post by Pegasus »

Karma_geddon wrote:I saw that symbol around the central underground node in the Urban map (the version hosted on this server, at least).
Correct. We'd also have accepted (and even given extra credit for) DarkMarsh and Surripere :).
Eyes in the skies.
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Kentaro
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Joined: Sun 27. Oct 2013, 13:45
Description: Wasp driver Mapper/ONS player

Re: Possible CEONSS maps

Post by Kentaro »

Let me offer you some feedback with ONS-(RTS)RedBluff-32p-RC1.

First of all: the map is fun to play. To resume what i've seen in game from the other players: It changes. Nice to change of the other maps always played.

Nodes, link setup:
Some nodes could be added, to create a link setup more adapted for 25+ players.
I didn't searched where to put them in the map, it's in my list "Things to do"

Undesirable playstyle encouragement:
Lots of vehicule camping on the cliffs, and thus base laming/spawnkilling/vehicules spawnkilling.
Can be prevented if we put blocking volumes onto the cliffs. Blocking volumes for vehicules, projectiles, and footmen.

Weapon & vehicle choice & balance:
The reedeemer could benefit of Wormbo's Onslaught specials, by creating a weapon base near each core, which is activated only if one prime node is controlled by the opposite team.
Not enough vehicules actually, i think.
I vote for replace the TargetPainter by Wormbo's storm caster (with a decreased radius, maybe). Can you imagine a thunderstrom in the farwest? Would be very realistic. :bzzz:

Aesthetic aspects:
Nothing to say, the western theme is perfectly respected.

Conclusion: Needs a minor edit, for all the things i put above. Anyway it's a very good ONS map.
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EmanReleipS
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Re: Possible CEONSS maps

Post by EmanReleipS »

I think RedBluff is already on the server. I've played it a while ago. Neat map and great theme.
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Kentaro
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Re: Possible CEONSS maps

Post by Kentaro »

EmanReleipS wrote:I think RedBluff is already on the server.
Kentaro wrote:To resume what i've seen in game from the other players: It changes. Nice to change of the other maps always played.
This is feedback about online gameplay ;)
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laboRHEinz
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Re: Possible CEONSS maps

Post by laboRHEinz »

ONS-Perimeter:

Size & design suited for:
o low player counts (1-11): map is too big for only few players
+ average player counts (12-22): alright for average player amounts
+ high player counts (23-32): well suited

Geometry:
+ seems to be quite symmetric
+ z-axis usage: several levels almost everywhere
+ zoning probably provides good playstyle diversity i.e. some areas for vehicles, some exclusively for pedestrians

Nodes, link setup:
o relatively simple node layout, although accessibility is sometimes a bit confusing
+ cutoff opportunity given
o no real choke nodes but only two main paths from/to cores
o average amount of hops from core to core, size actually should allow for some more nodes

Desirable playstyle plurality:
o on foot duelling: it's a vehicle map first, some node battles still possible
+ sniping: both sniper rifles and lightning guns available, many dedicated sniper spots existant
+ node defence: node areas are well covered, no interferences from afar to be expected, turrets available, too
o super weapons: I could be wrong but I discovered only some target painters
o several flyers at hand but also many blocking volumes here and there, it's kinda hard to manoevre sometimes
+ wheeled vehicles
+ tanks

Undesirable playstyle encouragement:
- vehicle camping: plenty of tanks and Hellbenders, prone to camping.
o excessive sniping is well possible due to countless sniper spots, could be compensated by high vehicle usage on the other hand
o base laming can't be ruled out since core areas are easily accessible, providing quite some attractive destinations (vehicles)
+ weapon spamming should be prevented by the map's size

Weapon & vehicle choice & balance:
o weapon lockers only averagely equipped, not equally either
o vehicle amounts at nodes / base a bit exaggerated
o dominating vehicles: too many tanks?
+ flyers vs. anti-aircraft seems to be balanced
o super weapons (in this case target painters) are not really too hard to get
+ plenty of power-ups scattered almost everywhere

Aesthetic aspects:
o overall look is average
+ buildings, gangways and elevators are nicely sophisticated
+ decent lighting
+ neutral colour themes, no team preferred
+ lovely autumn foliage falling
- low fog distance lets the map look dusty, even those actually nice beamers at the centre can't compensate this impression

Conclusion: Another map with some potential, especially the seperation of NV from vehicle areas looks promising, but it's a rather complicated and borderline case after all. Major flaws are nodes accessibilities, exaggerated vehicle availability and their mediocre manoeuvrability. But one of the most disturbing issues probably is about severe framerate drops. At some spots I got only 35fps on my 2nd PC (2x3GHz, GeForce GTX560), it's really laggy, even offline :thumbdown:
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laboRHEinz
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Re: Possible CEONSS maps

Post by laboRHEinz »

ONS-Caelum:

Size & design suited for:
o low player counts (1-11): too big
+ average player counts (12-22): ideally suited
o high player counts (23-32): size ok but a little too few nodes

Geometry:
o asymmetric map, however, differences probably are acceptable
+ good z-axis usage: main grounds on different levels, mountains, towers, asteroids, flying vehicles

Nodes, link setup:
o rather simple and logical layout, except for 1 & 7's locations nearby cores and (to me) incomprehensible links between core-2, respectively core-6.
+ cutoff opportunity given via centre node
+ no choke nodes
o few hops from core to core, easily avoidable by removing core-2 / core-6 links

Desirable playstyle plurality:
o mediocre on-foot duelling, nearby nodes only. Also, a walker's mobility is quite limited by not having any chance to get to other asteroids; there's always a flyer to be used.
+ sniping: Lightning guns and several decent sniper spots available
o node defence: hills and ruins cover nodes to some extent, turrets are existant, too. Nonetheless, most of the nodes can be fired at from afar
- no super weapons (at least I didn't find any)
+ flyers
o wheeled vehicles: limited sphere of action due to general map design
o tanks: ditto

Undesirable playstyle encouragement:
- vehicle camping appears inevitable, caused by limited operating areas, goes especially for Hellbenders, SPMA and tanks
+ excessive sniping unlikely, too many vehicles around, too few sniper goodies
+ base laming is rather improbable, they can't be accessed unseen too easily
+ weapon spamming: wide zones should prevent it

Weapon & vehicle choice & balance:
+ adequately rigged weapon lockers
+ sufficient vehicle amounts at nodes & bases
+ strong vehicles (Cicadas in this case) are well spread
+ flyers vs. anti-aircraft looks nicely balanced
o special pick-ups: only fews around nodes, there's not much to get farther away
o Raptors and Cicadas are somewhat dominating, although compensated to some extent by a decent amount of AA

Aesthetic aspects:
+ overall look is awesome
+ beautiful, colourful lighting, nice light & shadow effects
+ neutral colours / no team preferred
+ lovely earth picture, even an atmosphere with cloud effects is included (but ... isn't it side-inverted?)
- shadow / dark sides of several asteroids are rotating while disregarding the actual light sources
- ugly soundtrack (very subjective, admittedly)
- plants, glowworms and gravity in space? Errm *cough* well ok, it's Unreal huh?

Conclusion:
Beautifully looking map, still, main shortcomings are about limited playstyle diversity, especially NV-play: some jumppads or teleporters are sorely needed to get to other asteroids. Furthermore, so many chances for some more paths, special pick-ups or super weapons have been left unused. Anyway, despite those flaws, this map could still provide a decent ONS-gameplay. Therefore, it's up now, although with a modified and hopefully better node link setup (I've removed core-2 and core-6) :thumbup: Let's await some ingame feedback :)
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Karma_geddon
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Re: Possible CEONSS maps

Post by Karma_geddon »

YAY!!! I'm so happy that this map made it to the server (for now, at least). I'm really looking forward to play it online! :)
You can find me on fb here, if you want: https://www.facebook.com/paolo.davolio.3
MrPenguin
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Re: Possible CEONSS maps

Post by MrPenguin »

Sounds interesting!
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Anik
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Re: Possible CEONSS maps

Post by Anik »

Caelum is a very nice map, just played it :D

And mastershower is awesome too :loveit:
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Karma_geddon
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Re: Possible CEONSS maps

Post by Karma_geddon »

After some games, I still love Caelum :D and I think it's a good map for our server. Still, there is a minor issue that may be worth of fixing, is someone will ever get his modder hands on it:

yesterday night, someone started shooting at our core from node 3/5 (the one directly linked to the core) with a paladin, standing on a spot at the border of the biggest asteroid. It seems that no other weapon in the map can shoot at THAT distance (not the turrets, of course) so, when the team realizes that the core is under attack, the only way you have to stop it is to physically go to that paladin and take it down... In the meantime, the core already took at least a 10-15% damage.
...it's pretty lame to lose because of an (almost) unreachable enemy.

I'm not sure, but this may be fixed just by putting some poligons on the border of the biggest asteroid, or by increasing the height of the mountains on the core asteroid to cover the core from the straight sight of the biggest asteroid (the second option may be better, to avoid other exploits like that in the future).
You can find me on fb here, if you want: https://www.facebook.com/paolo.davolio.3