ONS-AnotherOpera

Anything about UT2004 mapping, Uscripting & more
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EmanReleipS
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Post by EmanReleipS »

I'm sorry for the late reply, Gloupy!

First, really nice work on this edit! :thumbup: I like the atmosphere. It feels like an epic battle for a city. It has a good size that you can also still walk everywhere even though there are also vehicles.

Here are my thoughts, in no particular order:
  1. The path to the nodes aren't obvious, so our players will need to rely on their minimap a lot. I had no problems finding the nodes, but I'm not sure if all of our players have their minimaps turned on. Also, I struggled to find n13 before I realized that I needed to open a door. Is there a way to to place a sign on the door or have a "press e to open" message triggered when the players are in front of the door? I think this is the first time I had to open a door in UT, so it's not obvious.
  2. Speaking of nodes, I'm not sure how I feel about the node layout, mainly because there are so many nodes on the right side and so few nodes on the left side. On the left side, one team only needs to take 3 nodes before they can attack the core, but on the right side they need to take 6 nodes (in the center or via the diagonal link, they need to take 5 nodes). Maybe the right side is meant for the smart players who want to avoid the masses who will try to go for the "easy victory" on the left side? But I've seen it before when one team all went to one side of the map, the other team went to the other side of the map, and then the team on the side with fewer nodes to build won.
    AnotherOpera.jpg
  3. Does there have to be water around these nodes? :lol:
    AnotherOpera2.jpg
  4. I really like that you placed invisible jump pads in front of all the ladders. That really makes it easier to "use the ladders" while preserving the atmosphere of the map. :thumbup:
  5. I think it would be useful to mark the edge of the map more clearly. Maybe a fence would be okay and still fit the tone of the map.
PS: The sign "[Playername] take the lead" should have an 's' -> "[Playername] takes the lead". :)
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GLoups!
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Post by GLoups! »

EmanReleipS wrote:I'm sorry for the late reply, Gloupy!
It's not really a problem given that in the meanwhile the break brought me to found somes issues, specifically about vehicles distribution, it's like something is missing, i have somes difficulies with the vehicles balance, may be adding a couple of tanks or i don't know quite what :dunnosoz: .

Point 1: No need to press any keys to open the doors for the opera node (node13), the two big gates on each side are automatics like ONS-Alien2 or ONS-BitchSlap-With-Slap!-SP5, are they?, however, it is still possible to add somes panels above the doors if it can help, they are working also with vehicles.

Point 3: For avoid this i would prefer adding somes instantaneous destructive volumes if possible.

Point 5: I notice a few holes as well, and i think i will scaling-up the z axes of the fences.

About the node layout, you made a very good analysis which i shall not have been able to make, i saw this part of the map not really necessary as a bonus that i can't really erase, may be change the link setup a little will be the simplest, may be unlink 4-9, 4-5 and find a way for 5 and 9 are not becoming useless.
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EmanReleipS
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Post by EmanReleipS »

GLoups! wrote:Point 1: No need to press any keys to open the doors for the opera node (node13), the two big gates on each side are automatics like ONS-Alien2 or ONS-BitchSlap-With-Slap!-SP5, are they?, however, it is still possible to add somes panels above the doors if it can help, they are working also with vehicles.
Ah, true! I checked it again and they open automatically! I only thought I would need to press a button. My mistake.

I wonder if you could manipulate the snowy terrain to make a path towards the door. I saw that there is a road to the door already, but somehow the door looks very static to me, so maybe if the snow gives a visual clue that you should walk/drive there, it would help my brain.
Point 3: For avoid this i would prefer adding somes instantaneous destructive volumes if possible.
Would this also affect pedestrians? I also fell into the water a lot. :lol:
Point 5: I notice a few holes as well, and i think i will scaling-up the z axes of the fences.
I think there are no fences behind the bases, only an invisible wall.
GLoups! wrote:About the node layout, you made a very good analysis which i shall not have been able to make, i saw this part of the map not really necessary as a bonus that i can't really erase, may be change the link setup a little will be the simplest, may be unlink 4-9, 4-5 and find a way for 5 and 9 are not becoming useless.
I think adding more nodes on the left side or removing some on the right side could help. They don't have to have the exact same number of nodes, just more similar. For example, on the right side there seems to be a building between nodes 6 and 2. Maybe those nodes could be combined and go into that building.
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GLoups!
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Post by GLoups! »

EmanReleipS wrote: I wonder if you could manipulate the snowy terrain to make a path towards the door. I saw that there is a road to the door already, but somehow the door looks very static to me, so maybe if the snow gives a visual clue that you should walk/drive there, it would help my brain.
Well i have a better understanding now, the paths to the doors should be better represented.
EmanReleipS wrote: Would this also affect pedestrians? I also fell into the water a lot. :lol:
Only vehicles will be affected, something like 150 damages per sec, dunno, i plan to put somes in the pools too, i know vehicles have already Water-Damages but this way this will have a better and faster result.
EmanReleipS wrote: I think adding more nodes on the left side or removing some on the right side could help. They don't have to have the exact same number of nodes, just more similar. For example, on the right side there seems to be a building between nodes 6 and 2. Maybe those nodes could be combined and go into that building.
Given the configuration of the map, if think i will have to add two, thus i have to do some work at node 4 to make the area more symmetrical.
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GLoups!
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Post by GLoups! »

The issues discussed covered, this has taken a little time because i've enlarged the undergrounds around node 4 and make changes to the west side ot the map to add two mores nodes, had to fix a lots of collisions on almost all the static-meshs(not 100% but still) to prevent vehicles beeing stucks everywhere, there has been somes changes as well to the vehicle balance with a few little additions, reduce the file size to 10mb once compress.
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EmanReleipS
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Post by EmanReleipS »

Thanks GLoupy, really nice work! :clap:

I managed to kill myself on the church doors (the door opened in my face, but I kept walking forward, then I died...), but I'm not sure if that can be fixed. I will just have to be more patient next time. :lol:
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Post by Miauz55555 »

Yes very nice. I like the Hybridcast.. it's funny to drive it through the alleys.
I also like the posters and the buildings.. very nice.

The only optical thing I could found is this:
Shot00407_11-22-2017_Another Opera.jpg
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GLoups!
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Post by GLoups! »

Thx Miauzz and Ema, the shaders on the plants and by the same opportunity on the trees are fixed, it's true that the doors gaves damages, not alls but on one side, this should normally work now, one of the four water volumes did not have any damages for the vehicles as well.
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GLoups!
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Post by GLoups! »

Update: According to the analysis of the comments of players, comebacks are difficult (LinkSetup too complex with 3 primarys), too many nodes.

So the simpler the better, the map goes from 17 to 13 nodes and two more have been moved to make only two primarys, in addition to that Superweapons/Shield/Health/pickup have been reorganized.

Environment side, ambient lightings has been slightly improved as well as ambient sounds, add some sort of "musical/noise sound" via scriptedtriggers in the opera, review pathing and fix many details.

ONS-AnotherOpera-BetaC-7
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GLoups!
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Post by GLoups! »

Updating this map


ONS-AnotherOpera-BetaC-8


Yet I found some time to devote to editing :D

The changes are as follows :

- Adjustments to vehicles setup and pick-ups distribution to provide easier comeback, in particular badgers no longer appearing at primary nodes (replace with a stealth badger somewhere), and the introduction of EONSPaladins.

- Teleporters to the top of the most critical buildings.

- Added new tunnels/galleries from inside the opera to the node connected to the west side to make this part of the map more interesting to play.

- Unblocking vehicles access to the central area.

- Bots pathing improvements.

- Overhauled lightnings and fix visuals details.

- Recovery of ancient decorative aircraft movers (client movers).

- Performance improvements around the central part.

- Remove the Hybridcasts dependencies.

Opera_inside.jpg
Opera_Outside.jpg
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