ONS-M5s-RottenTanks

Anything about UT2004 mapping, Uscripting & more

What to do with that map?

Poll ended at Wed 15. Feb 2017, 10:31

Finish it.
6
86%
I don't care.
0
No votes
Purge it.
1
14%
 
Total votes: 7

User avatar
Miauz55555
Posts: 1970
Joined: Sun 7. Jun 2015, 22:12
Description: https://discord.gg/X4V8THM
Location: Germany

ONS-M5s-RottenTanks

Post by Miauz55555 »

I just take Xacs idea and made something.. similar: Quote
Xac wrote:How about someone making a map called "Tanks a Rot"? The irony being it's a NV map...made up of a maze of burning tanks and vehicles. Lots of good ambush points, but if a player camps in one place too long, the nearest burning tank explodes and takes them out... :lol:
Originalpost in the Spoiler.
Ok I get a bit work in it.. but not to much.. so tell me if you want me to finish the map, or purge it.
Things to do: BotPaths, Portals, Deko, some terrain, Skybox, Pickups... thats much work... but les than to do on the Manta map.

And all you have to decide is that one low resolution pictuare with a painted link setup in it and my short discription. :D

Not non vehicle but nearly.. Nekomata [which fits perfect in the hilly terrain] (60 s respawn) at core and Paladin (45 s respawn) on the left midle node. So keep your tank alive. Lower Prime (left) is from the core hitable.. all other not. Right midle is from the right Prims hitable. Left midle is on a hill in a hole and not hitable from the other nodes. Double damage on that tower from where you can hit all nodes but the right midle one. One WGS-Nuke on the dead Levi and a Megashield in the midle. 2 Health relics on the right side (not in pictuare) 1 Ghost relic left and some hidden other things like a Vortex.
Shot00257_1-16-2017_ONS-RottenTanks.jpg
Here are the links:
ONS-M5s-RottenTanks-C.7z · 2.98 MB
https://www.dropbox.com/s/lbhfov5vt9uik ... -C.7z?dl=0
OtherFiles.7z · 14.27 MB
https://www.dropbox.com/s/4weo7omzc01z6 ... es.7z?dl=0
And some pictuares:
You do not have the required permissions to view the files attached to this post.
Last edited by Miauz55555 on Fri 9. Jun 2017, 10:41, edited 4 times in total.
Reason: New link.
Image
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 15:35

Re: ONS-RottenTanks

Post by Cat1981England »

So would this be something for the spam roster slot?
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
User avatar
Miauz55555
Posts: 1970
Joined: Sun 7. Jun 2015, 22:12
Description: https://discord.gg/X4V8THM
Location: Germany

Re: ONS-RottenTanks

Post by Miauz55555 »

Cat1981England wrote:So would this be something for the spam roster slot?
Yes and No.. depents on the playercount. It is small... I would say everything above 10 players would be spam. But that's the same for Jailbreak which is in the spam slot.. 10 and lower is hard work and fun play.. above is very fun play and a fragfest.^^ And I had in mind to put the "Mutant" relic on it for some fun. :D But it can be played with tactic and without spam. I will add some exploding things to it, too. ;)

If anybody want the file I will send you the current version.. just write me a PM.

Also if you want a special weapon on it we can talk about that.
Image
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 15:35

Re: ONS-RottenTanks

Post by Cat1981England »

Well i say go for it :thumbup:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
RottenToTheCore
Posts: 258
Joined: Fri 6. Jan 2012, 12:57
Description: Not related to Power-Cores ;)

Re: ONS-RottenTanks

Post by RottenToTheCore »

oO
Miauz55555 wrote:But that's the same for Jailbreak which is in the spam slot..
YOU GOT MY VOTE FOR REPLACING JAILBREAK :mrgreen:
User avatar
Dalyup!
Posts: 479
Joined: Mon 25. Nov 2013, 22:46
Description: Haggis

ONS-RottenTanks

Post by Dalyup! »

Played this last night and I think it would be a good spam map addition. I think I would need to play it a bit more to get a better evaluation of the map, but initial thoughts:

I like it mostly. I think the burnt out vehicles is quite a nice idea for using as cover and the vertical nature of the map makes a change. I am not sold on the node layout but I would need to play a bit more to be sure. Basically, one of the primaries in our playthrough got a lot more attention than the other, probably because of its proximity.
  • The underground area is cool, but it takes far too long to enter, get stuff, and then exit it. I don't see it being used much. I would recommend perhaps having a portal from the cores to the entrance to it or perhaps directly inside it.
  • After suffering the vortex in Sektor, I am a bit full of hate sceptical of having it on maps. The fact people usually just throw at places where people spawn makes it clear people just abuse it, and it's often only a select few who know where to find it.
  • I think the cores should be covered a bit more to prevent it being attacked from anywhere but close up. Otherwise games are going to end quickly, unless that's what you want.
Image
User avatar
Miauz55555
Posts: 1970
Joined: Sun 7. Jun 2015, 22:12
Description: https://discord.gg/X4V8THM
Location: Germany

ONS-RottenTanks

Post by Miauz55555 »

Ty for your feedback Daly.

What do you think about:
Jumppads from core in the gerenal direction of the hill prime and the side entrance from the underground.. and jumppad from the lower prime up in the direction to the centre entrance of the underground. The underground is meant to bring some players from the terrain inside the bunker when there are many.. with just 6 or 8 players it should be ignored cause of the time needed.
I will exchange the vortex with Scotts Gack2 and reduce the damage which you take wile graping it. How plays the QuantumCannon.. or was it hidden to good?
I don't want an overtime map. Maybe increase the corehealth a litle more and put one dead tank infront of it? In which time ended the map?

What's about the weaponbalance.. is it ok? Are the pickups ok? Vehicle placement? Spawnpoints ok? Is the protection (dead vehicle and vehicle spawn protection) ok? Any holes in the terrain? General theme.. lighting etz.? More fog? FPS and Net-performance ok, or need I to make better antiportals?

Other feedback?
Image
User avatar
Dalyup!
Posts: 479
Joined: Mon 25. Nov 2013, 22:46
Description: Haggis

ONS-RottenTanks

Post by Dalyup! »

Sorry, I have been meaning to reply but I am forgetful.
Miauz55555 wrote: What do you think about:
Jumppads from core in the gerenal direction of the hill prime and the side entrance from the underground.. and jumppad from the lower prime up in the direction to the centre entrance of the underground.
That sounds like a good idea. Would also make it easier for players to get back into the action.
Miauz55555 wrote: The underground is meant to bring some players from the terrain inside the bunker when there are many.. with just 6 or 8 players it should be ignored cause of the time needed.
I will exchange the vortex with Scotts Gack2 and reduce the damage which you take wile graping it. How plays the QuantumCannon.. or was it hidden to good?
Okay, fair enough. I never found the QuantumCannor nor have I ever heard of it before.
Miauz55555 wrote: I don't want an overtime map. Maybe increase the corehealth a litle more and put one dead tank infront of it? In which time ended the map?
I don't increasing the core health is a good idea. It's consistently 100 across all maps and I think it's best to keep it consistent like that.

One dead tank in front of the cores sound fine. We only played once, so I can't say how effective that will be or if it is unnecessary, but it seems sensible to me to protect the core a little more.

I think it was about 5-7 minutes.
Miauz55555 wrote: What's about the weaponbalance.. is it ok? Are the pickups ok? Vehicle placement? Spawnpoints ok? Is the protection (dead vehicle and vehicle spawn protection) ok? Any holes in the terrain? General theme.. lighting etz.? More fog? FPS and Net-performance ok, or need I to make better antiportals?
Weapons seemed fine to me.
Pickups were fine, could maybe add some 50 shields at some notes to help defenders.
Vehicle placement is fine - don't think it's greatly important on a small map anyway.
Spawn points were fine.
Spawn protection? Is it not the same on all maps? Regardless, it was fine.
I found no holes in the terrain nor did anyone else.
Lighting is fine.
Was there even fog? I don't think it's greatly required on a small map like that.
I noticed no lag nor did anyone complain about it.
Miauz55555 wrote: Other feedback?
Nothing else I can think of at this moment. I will come back if/when I play it again.
Image
User avatar
Miauz55555
Posts: 1970
Joined: Sun 7. Jun 2015, 22:12
Description: https://discord.gg/X4V8THM
Location: Germany

ONS-RottenTanks

Post by Miauz55555 »

TY Daly.
Dalyup! wrote:Okay, fair enough. I never found the QuantumCannor nor have I ever heard of it before.
It's on top of one lift.. you have to go through a fence. QuantumCannon It's an fast Avril with just 1 shot and 2 min respawn.
I don't increasing the core health is a good idea. It's consistently 100 across all maps and I think it's best to keep it consistent like that.
One dead tank in front of the cores sound fine. We only played once, so I can't say how effective that will be or if it is unnecessary, but it seems sensible to me to protect the core a little more.
The 100 is percent. The core health is different on many maps. Standard for the PowerCoreSpecial is 4000 hp and on that version it was 5000... I thing standad ONS was also 5000 as well. To compare on the current Medieval version it's 8000 for the core and a normal node has 2000 hp. You can also grap the health online with that (TY Worm) command.
Spawn protection? Is it not the same on all maps? Regardless, it was fine.
No. On the server is the vehicle heal actor.. so damaged locked vehicle will heal.. thats same for all. That spawn protection is on the map.. a locked vehicle is invincible for that time as long no one unlocked it.
Was there even fog? I don't think it's greatly required on a small map like that.
Yes but you would only notice it if you stand on one edge and look across to the other.
Image
User avatar
Miauz55555
Posts: 1970
Joined: Sun 7. Jun 2015, 22:12
Description: https://discord.gg/X4V8THM
Location: Germany

ONS-M5s-RottenTanks

Post by Miauz55555 »

Ok I will throw the bird out of the window and look if it can fly. Here you go with "ONS-M5s-RottenTanks-Beta1".
There are some nice hidden things on the map. I put a texture inside the bunker where you can see the lokation from the most. A cake for the who like to jump will be the hidden room.. there are two hinds inside the map where it is.. you have to go through a wall, than solve a litle riddel make the jumping task and use the teleporter to come back to the battlefield.

On the map are:
Relic: Health, Invisible, Radiation, (Speed)
Superweapon: WGS-Nuke, Ion-Cannon, QuantumCannon
Special weapons: Gack2 (A FlackCannon which shoots bio goo), MineLayer, SniperRifle
Shield: 50, 100, 150
Health: 25, 100
DoubleDamage 45 s (Crusha)
Paladin, Nekomata
(Gack and QuantumCannon from Scott; Nekomata from Wormbo, Crusha K. Rool and Hellfire)

Feedback and sugestions wellcome.

ONS-M5s-RottenTanks-Beta1.7z · 5.94 MB:
https://www.dropbox.com/s/zmk7momvxrafg ... a1.7z?dl=0
OtherFiles.7z · 13.29 MB:
https://www.dropbox.com/s/4weo7omzc01z6 ... es.7z?dl=0
Image