Possible CEONSS maps

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Karma_geddon
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Re: Possible CEONSS maps

Post by Karma_geddon »

I tried some more maps.
Cat1981England wrote:ONS-Twilight-Second-Edition

Download: ONS-Twilight-Second-Edition

Really good open map set in a arid, mountainous bowl.

A reasonable amount of ammo and a balanced selection of vehicles. Small enough to walk across but large enough for some good old fashioned vehicle ONS. Would be a good replacement for Crossfire t32 as it's similar in size and theme but offers better balance.
I agree.
I must say that this map didn't struck me for something in particular, but maybe is just because I played with bots. And it could still be nice to replace Crossfire.

ONS-Xorion

A small, tidy, very open map with lot's of Mantas, Hellbenders, Raptors and two tanks making for some fast and brutal game-play.
I like this one. It seems like a fast vehicle map (and it's good for me). The tunnels give you a chance to avoid Raptors for a while, the node paths avoid choke points, there are Avrils but not too many, same for the Spidermines...
Why aren't we playing it already? (I'm joking ;) )



ONS-TWMushroomForest

This one isn't suited for CEONSS for a variety of reasons, but it's definitely worth a mention. Set in a cartoon theme mushroom forest with interesting custom vehicles. An excellent imaginative map.
That gave me some minutes of fun XD The "Boom Tank" with the "BOOM" word on screen when you shoot, it's just classy :yippiiieh:
Now I'm waiting for some Smurf custom skins for it :mrgreen:
Cat1981England wrote:
ONS-Uallyr

Download: ONS-Uallyr

Based around a large courtyard, it offers very different dynamics to the usual DM maps as it's not as linear as the likes of BridgeOfFate or Stonewall. Would probably be a good replacement for Foundry_beta5.
I agree. I'd definitely give it a try on the server. It seems interesting, and could be a good replacement for Foundry (as you say; and from the chat it seems that many players dont' like it a lot) or maybe also SavoIsland (that IMHO could be a little to linear and tight - an open map like Uallyr may be a refreshing news).

My only concern here, is that there seems to be a lot of spidermines (the "10 ammo" version). Yesterday night we played a very miny ChainIsle, and a very miny OmahaBeach too, so maybe it's just me getting tired of them.
I just realized that this map may also substitute ChainIsle1 - could be good to get a break from that white glare for a while.
ONS-UA-Rexor

Download: ONS-UA-Rexor

This one is slightly different from the rest as it's nodes are very open but it offers vehicles such as the Leviathan which should help people hold on to a node while their team mates attack the next node. Could offer some interesting game play.
After a trial on local, I may agree, but I also feel that the human factor (and so, the multiplayer) could be critical on this map (I mean: it always is; but this map needs some strong teamplay to be enjoyied fully), so I have some reservations until an actual multiplayer run.

It seems good balanced. Even if it's an open map, not all nodes are SO exposed (one is under a roof - and so is unreacheable from the Raptors above; and one another has some mountains on his sides), there are a couple of funny deemers above east and west nodes (did you saw where they put them? The crypt on the cliff with the gregorians chants in it... Lol :D)

Still, there are a couple of minor fix that could deserve attention: (1) there is a funny spawn point at core, on one very high wall with just a Manta and a turret on it. And no teleporter to go down (I spawned with another bot there - bot took the Manta, and I was stuck on the wall). Obviously one may just jump down and take damage, but it's stupid. There's a chance that you might reach another teleporter with a shield jump, but still...
And (2) dat jumping pod again - there's a small stair to get on these, where I always got stuck.

Maybe this map could be a good replecement for... I don't remember the name. That map with leviathan, a couple of rings of mountains, and two node paths that resemble a capital M with a 90°rotation.
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Cat1981England
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Re: Possible CEONSS maps

Post by Cat1981England »

Brilliant, thanks for the feedback Karma :thumbup:

You're right about ONS-UA-Rexor, it really does need a trial run with some people to see how it plays.
Maybe this map could be a good replecement for... I don't remember the name. That map with leviathan, a couple of rings of mountains, and two node paths that resemble a capital M with a 90°rotation.
ONS-ArtilleryHill-beta1?
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Karma_geddon
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Re: Possible CEONSS maps

Post by Karma_geddon »

Cat1981England wrote:
Maybe this map could be a good replecement for... I don't remember the name. That map with leviathan, a couple of rings of mountains, and two node paths that resemble a capital M with a 90°rotation.
ONS-ArtilleryHill-beta1?
Hmmm... ArtilleyHill is sandy, right? The one that I'm talking, is not.

I'll figure it out someway.
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laboRHEinz
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Re: Possible CEONSS maps

Post by laboRHEinz »

Hi all,

first off, thanks for proposing maps :D . Of course, public content discussions and feedback are welcome. If I count correctly though, we're now having a set of 22 maps on the plate. I think that's quite enough as a start :p Any further map wouldn't serve clarity especially since it's all within one thread. Thus, please, let us deal with those 22 maps first before adding another one to this thread, thanks. Also, when not presented in dedicated but collective threads, going through one by one in a chronological order would be easier, I guess.

So let's begin with the very first one, ONS-{UEM}ColdTorlan:

Even though its name suggests similarity to Torlan, this map has been changed to an extent that we're basically not talking about replacing our currently online Torlan-32P, but about adding it, right? Ok then, here's my quick review:

Size & design suited for:
- low player counts (1-11): hardly enjoyable
+ average player counts (12-22): well suited
+ high player counts (23-32): playable

Geometry:
+ looks quite symmetric
o average z-axis usage (only steep hills and some towers)

Nodes, link setup:
+ simple, clear and logical layout
+ cutoff possibility
+ no choke nodes
- only few hops from core to core

Playstyle plurality:
o on foot duelling (maybe some node fights but that's all)
+ sniping
+ turret defence
o super weapon usage (only 1 deemer per base or did I miss anything?)
+ flyers
+ wheeled vehicles
+ tanks

Weapon & vehicle balance:
- poorly equipped lockers at base
- enormous vehicle amount at base, not so well equipped other nodes
- many flyers but no avrils at all
- redeemer at base (one should work for super weapons and get them as a reward, not as a cheap gift)
- tanks at side nodes but none at base (gives an advantage to the already stronger team)
- core defence overpowered (8 turrets wtf?)
- very few pick-ups scattered over the map

Aesthetic aspects:
+ bases nicely worked out
- rest of the map looks rather dusty, monotone, dull and depressing

My conclusion: Some potential, indeed, but I wouldn't support it as it is, mainly due to weapon & vehicle (im)balance but also for its not so refreshing look :thumbdown:

-------------
'+' = pro
'o' = undecided
'-' = con
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Pegasus
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Re: Possible CEONSS maps

Post by Pegasus »

A quick reminder that during such more thorough examinations of proposed maps here, it would also be beneficial for the potential improvement of any other map to observe and highlight any noteworthy code, clever solution to common problems or unique mechanic in them that could be reused elsewhere. Here's some examples:

- Wulff's custom weapon lockers (no need to throw weaps to get max ammo) in over a dozen maps
- 2ndRaceway's one-sided, triggerable garage gate movers
- Acerbus & LonesomeGlen's underwater superweap pickup
- ArenaOfEvil's core automated AS turrets (by Kamek's OnslaughtToys1)
- Battlefront & BitchSlap's realtime cameras & monitor terminals
- Blockfort & MasterShower's grapple gun
- DesertedSands' uber damage amp & megashield
- D&K-Gunshop's & MasterBath's faster transit methods (base-to-base tunnel, core-to-nodes teleporter/jumppad relays)
- Echo103[ECE]'s vehicle lifts
- Hustle's cores' ped/vec healing volumes & MasterBath's health/armour healing chargers
- Floodgate_XL_RC2's cores' team-specific kill volumes & EONS EMP Deployer weap
- Grit's custom vehicle teleporters
- Iguazu's upward, vec pushing jet stream
- IslandHop's volcanic/pyroclastic effects
- Minus & OmahaBeach's core vec healing volumes (not MagicIsle's center, campable equivalent)
- Maelstrom & Pandemonium's strategic cutoff facilitating node link setups
- MBB-Weapon_Outpost_V3's manual drawbridge
- MPC-Basement-Home-Theater's invisibility pickup
- MPC-Basement-Home-Theater & Ascendancy's top score scroller
- OmahaBeach's Ion Cannon (not MassDestruction[ECE]'s)
- Pandemonium's upward, ped boosting jet streams
- Rail's manually operated node covers
- Silva & Suspense2k4's translocator & weap.locker bundling
- SpaceJox's moving platforms
- TitanNecropolis & TreetopVillage's (kinda) seamless warp portals
- TreetopVillage's on-radar nodes' health and permanently unshielded node

...and that's all I could think of. Phew, that was a tricky exercise. Anyway, you get the point, I hope; no flood of arcane, custom vecs/weaps plz.

My current schedule's pretty busy ATM, but hopefully I'll be able to do some reviews here soon. Stay investigative, stay critical :).
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Karma_geddon
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Re: Possible CEONSS maps

Post by Karma_geddon »

Hi all,

Heinz, what is "z-axis usage"? Sorry "^^

I'm ok with all of this, btw. It could be wise to look at one map at a time, for now.
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laboRHEinz
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Re: Possible CEONSS maps

Post by laboRHEinz »

Wow, nice compilation you got there, Peg! Looks like a sticky thread in the Creative Corner, ain't it?

Anyways, on with the next map, ONS-{ROW}Shipdock:

Size & design suited for:
- low player counts (1-11): too big for few players
+ average player counts (12-22): well suited
- high player counts (23-32): size ok but too few vehicles at base

Geometry:
- centre room including its nodes is asymmetric
- z-axis usage: several floors but only one main level in each room (top level at centre room accessible only by flyers)

Nodes, link setup:
+ 3 main paths, rather logical layout
+ cutoff possibility
+ no choke nodes

Desirable playstyle plurality:
+ on foot duelling (due to few vehicles though)
+ sniping
o node defence
- super weapon usage (is there any SW at all?)
o flyers (unsatisfying manoeuvrability)
+ wheeled vehicles
+ tanks

Undesirable playstyle encouragement:
- vehicle camp spots due to some narrow rooms
+ excessive sniping unlikely
+ base laming unlikely
+ weapon spamming unlikely

Weapon & vehicle choice & balance:
- very poorly equipped weapon lockers
- vehicle availability at base
+ powerful vehicle distribution: not too many tanks & Co.
+ flyers vs. anti-aircraft
- only few pick-ups
+ no dominating vehicle
- SPMA useless

Aesthetic aspects:
o average overall look
+ lighting
+ neutral colours (no team preferred)
+ nice ship / submarine / aquarium
- no ship entrance / exit (how did this fokn ship ever get in there?)

Conclusion: main flaws are asymmetry and poorly equipped weapon lockers :thumbdown: Otherwise it could have been added IMO.
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laboRHEinz
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Re: Possible CEONSS maps

Post by laboRHEinz »

Karma_geddon wrote:Hi all,

Heinz, what is "z-axis usage"? Sorry "^^

I'm ok with all of this, btw. It could be wise to look at one map at a time, for now.
x-axis is left/right
y-axis is forth/back
z-axis is up/down
:)
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Wormbo
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Re: Possible CEONSS maps

Post by Wormbo »

Z-axis usage refers to how much players are forced to look up or down to fight enemies, even when they don't use flyers. For example, Torlan's central valley provides basic Z-axis gameplay because enemies could attack from above. The prime example for Z-axis among stock maps would be DM-1on1-Roughinery. That map has so many layers and connections between them, there are places where you could get attacked from both above and below. Obviously this much Z-axis usage isn't really possible in an Onslaught map, but for example Adara has quite some of that vertical gameplay.
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Karma_geddon
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Re: Possible CEONSS maps

Post by Karma_geddon »

Ok thanks :)
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