MinusTankMeUp

Anything about UT2004 mapping, Uscripting & more
User avatar
Steinein
Posts: 136
Joined: Thu 7. Aug 2014, 01:39
Location: Delft, Netherlands

Re: MinusTankMeUp

Post by Steinein »

Cat1981England wrote:Stein, try downloading the map pack.
Thanks, that fixed it. I was under the assumption that I already had that map pack installed, but I did that on my laptop and not my pc it seemed.
Feedback will follow tonight or tomorrow!
Image
User avatar
Maniac
Posts: 253
Joined: Tue 23. Dec 2014, 23:21
Description: Ain't no rest for the wicked
Location: Ukraine

Re: MinusTankMeUp

Post by Maniac »

2Gloups - thanks for your help, but I think I was not clear on what I want:
2. I want to change projector texture on-the fly via script randomly to textures with 25%, 50%, 75% of brightness (to have more possible states than just ON and OFF and make a "broken streetlamp" more realistic). I can set up a sequenced texture or place multiple projectors per light, but it is far too much for purely decorative part of map. Also it is a very poor design choice.
3. I did found udn, wiki.beyondunreal, UT2004 source code and some other sources, but still it gets on my nerve when I need to figure something out. I'm just too used to all those fancy modern programming with autocomplete, full API reference and usage examples :)

2everyone: pls test the map balance and feel on bots with unbiased eyes, I am a bit uncertain about vehicles setup - just can't get them right.
Maybe some heavies like Mino or SPMA? Now it almost doesn't matter which one do you take, damage output and life duration are almost equal for most.
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: MinusTankMeUp

Post by Cat1981England »

Nice work so far Mani :thumbup: Played a few rounds and have these suggestions and observations.

Vehicles:

- The Mino is stuck behind the Lobreaker at base which is inconvenient at best. Might be an idea to move it alongside the Badger and Hurricane.
- There's two EONS Crusader at base. One could be replaced with an Assault Hellbender as it's questionable how useful it is to have two there, especially when there's two at n5 and 7.
- Add an extra air vehicle to the rooftops of bases. It feels as if there are too few vehicles at base considering the size of the map and air vehicles are an excellent way of getting around the tanks.
- Replace Hammerheads with Cicada or Draco. HH are useless the moment they come up against anyone with a shock rifle.
- The ONSNexis takes all the possible fun out of the map. Perhaps it could be replaced with the Poltergeist from Floodgate.
- Maybe replace some of the tanks and with other vehicles such as the Cobra, Linktank, Biotank or Firetank to increase the diversity.

Gameplay:

- Combine the weapon lockers from ground level and on the roof (one of them is floating). There's also still a lot of standard weapon lockers which need replacing/combining around the map.
- The cage thing with goes over node 5, 6 and 7 could do with a pushing or blocking volume to stop flyers getting stuck.
- Player starts need to be placed correctly as some point toward walls. Also some could be removed as i counted 34 at base when you only need 16 max.
- The EONSNukeLayer could be replaced with an EMP mine as I think the nukelayer will just be used to completely destroy the opposition team base vehicles.
- The nodes could be replaced with special nodes which you can find in OnslaughtSpecials2_RNH.

Performance:

- Remove heath pickups from base as they're pointless.
- The ammo pickups around the map are again pointless and could be placed in the weapon lockers (it's not doing anything other then increasing the channels having them laying around).
- The 4 heath pickups (25hp) at 8 and 9 could be replaced with single heath kegs (100hp).
- Bot network needs optimising as there's a lot of unnecessary path nodes. For example the bots don't need to go to the second level of the bases.
- Some of the anti-portals need to be better placed to maximise their benefits. The two at each base could be removed as they probably cost more in calculations then they gain clients in fps.
- There's a few unnecessary physic volumes dotted around the map which could be removed.
- The blocking volumes around the edge of the map could be replaced with a handful of larger ones.
- It might be an idea to place sky ring in the sky box as when you look into the distance now you can see stars at ground level. You would also need to customise the fog colour to whatever sky ring you use.
- When you rebuild a map set lighting to rgb8, it makes the map size much smaller with no real visual impact.

I hope that's some help :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.
User avatar
Maniac
Posts: 253
Joined: Tue 23. Dec 2014, 23:21
Description: Ain't no rest for the wicked
Location: Ukraine

Re: MinusTankMeUp

Post by Maniac »

As always, the whole heap of reasonable ideas I couldn't mostly notice myself. Thanks for your work ;)
I'll analyse it all in the days to follow and leave a reply.

I've been thinking about air vehicles myself, and Cicada seems to be the only viable choice. HH is more of a nuisance than of help, Dragon is used as static missile spammer, and Raptor with its modifications will throw this map to even deeper hells :)

What I want to ask now is the lockers - CustomWeaponLocker from BitchSlap from map pack - seems to work in a strange way. Check pls if the BitchSlap lockers are correct ones, for I didn't get any extra ammo when having more than locker's AdditionalAmmo from any of them.
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: MinusTankMeUp

Post by Cat1981England »

There's a great saying "that the spectator see's more of the game then the player". I know what it's like to get bogged down with small ridiculous details that 99% won't even notice :lol: Personally I find it essential that others take a look at a map with a fresh perspective.
Maniac wrote:What I want to ask now is the lockers - CustomWeaponLocker from BitchSlap from map pack - seems to work in a strange way. Check pls if the BitchSlap lockers are correct ones, for I didn't get any extra ammo when having more than locker's AdditionalAmmo from any of them.
They seem to be working correctly :thumbup: I think it's just because they have an equal or lower amount of ammo.

Try maxing out the ammo on a standard and custom weapon locker, pickup the weapons and ammo from the standard one, fire a few shots then walk over it again once the flashing light is on and you'll not pickup the maximum amount of ammo. Walk over the custom one and you'll be fully stocked again.
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
Maniac
Posts: 253
Joined: Tue 23. Dec 2014, 23:21
Description: Ain't no rest for the wicked
Location: Ukraine

Re: MinusTankMeUp

Post by Maniac »

Okay, looked it all through, so... well, more work for me :D

I have a doubt about removing 2nd Crusader and roof locker at base - they seem to be a good asset when defending (e.g. primes are taken, or some f*#$3r is spamming the base ground floor)
Also, the Missile Laucncher is OP, but it gives a special zest to this map; I think I'll place some kind of vote on it after releasing beta.

EDIT: Yeah, there is one more about antiportals and volumes. I suppose that mapmacker was very angry at his life when he or she placed the volumes. I am not a pro modder, but this insane cobweb of strangely shaped antiportals, volumes with name "I'm lost" and blocking volumes all around the map sides is worh a big respect. I, as a Maniac, am taking my hat off to this.
Last edited by Maniac on Wed 21. Jan 2015, 21:48, edited 1 time in total.
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: MinusTankMeUp

Post by Cat1981England »

Maniac wrote:[..] roof locker at base
Sorry I didn't make myself clear. What I meant was, there are 2 weapons lockers on top of the roof with different weapons in each. There's no reason to have two up there, so you may as well combine their weapons and ammo and just have one on the roof instead.
Also, the Missile Laucncher is OP, but it gives a special zest to this map;
You're the editor, it's your call :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.
User avatar
Maniac
Posts: 253
Joined: Tue 23. Dec 2014, 23:21
Description: Ain't no rest for the wicked
Location: Ukraine

Re: MinusTankMeUp

Post by Maniac »

F**k my life... that guy must've created a biiiig blocking volume box and then subtracted the whole sobbing map from it....
User avatar
Steinein
Posts: 136
Joined: Thu 7. Aug 2014, 01:39
Location: Delft, Netherlands

Re: MinusTankMeUp

Post by Steinein »

Hey Maniac,

I had a little look today.

Base:
- As Cat said, best to move the Minotaur to the front, I would put it at the badger's position, and move the Badger behind a vehicle (it's agile).
- I also think 1 EONS Crusader is enough, Assault Hellbender could indeed be fun to replace it with.
- Hamerhead: Yeah it's a shitty vehicle, very easy to destroy and hard to aim. I thought a while about the Cicada, it could be too fast & strong.. But I think it should be fine.
- The weapon lockers that Cat is talking about are different at each team. Red team seems to have a pickup grenade launcher laying on the roof and a weapon lockers, and the Blue team seems to have 2 weapon lockers. Just put 1 of them there indeed.
- Weapon lockers in base lack Flak gun
- 100 health keg pickup instead of 4 25 health ones sounds good
- Can we put some vehicles at the third floor? It's so empty there and feels useless. 1 or 2 Hover tanks or Hover badgers?

Nodes:
I agree with you Maniac that the vehicles are out of balance, here a few suggestions:
I'll add a map of the nodes to make it more clear:
Map.jpg
Map.jpg (59.84 KiB) Viewed 11199 times
Vehicles now:

Base: 2 EONS Crusaders, Badger, Minotaur, Hurricane, Hammerhead and a Lolbreaker

'Right side'
Nodes 1 & 2: PCC tank, Lolbreaker, Badger, Tank and a Centaur
Nodes 9 & 8: Ion tank, Tank and a Centaur

'Left side'
Node 7 & 5: 2 EONS Crusaders & Tank
Node 4 & 3: Tank, EONS Crusader and a Centaur

Center node: Mobile SAM and EONS Crusader

I suggest the following:

- Remove badger at 1 & 2 and put it at 7 & 5 (they are agile which is needed to get to the next node (4 & 3), besides they fit on the little ramps)
- Replace the EONS Crusader that is not in the trench at 7 & 5 with a Cobra (2 EONS Crusaders are not needed)
- Remove the Centaur at 9 & 8 and replace it with a Badger or Assault Helbender (Already have a Centaur at the nearby nodes 1 & 2, a faster vehicles to cover the long distance to 3 & 4 would be nicer)
- I would replace the Centaur at 3 & 4 with something more fun, maybe a Bio Tank? I've always liked those, they're fast to cover the distance and are nice for short range fighting
- Mobile SAM at centre node, yeah... I dunno. Fire tank? Mobile SAM is fine by me too, it's a vehicle you never see which is fun, but the nuke it pretty insane.

Vehicles after suggestion:

Base: EONS Crusader, Badger, Minotaur, Hurricane, Cicada, Lolbreaker, Assault Hellbender, 1 or 2 Hover tanks/badgers

'Right side'
Nodes 1 & 2: PCC tank, Lolbreaker, Tank and a Centaur
Nodes 9 & 8: Ion tank, Tank and a Badger/Assault Hellbender

'Left side'
Node 7 & 5: EONS Crusader, Tank, Cobra and a Badger
Node 4 & 3: Tank, EONS Crusader and a Bio tank

Center node: Mobile SAM/Fire tank and EONS Crusader

Map:
I don't get the use of this bridge, the map is already big and the vehicles slow, why do we have to drive all the way round to cross the trench? If I wanted to drive around all day i would be playing Truck Simulator or something :lol:
2.jpg
2.jpg (388.4 KiB) Viewed 11199 times
I think it would be nicer to place it here, make the road continue straight and move the crane at the other end a bit.
3.jpg
3.jpg (433.63 KiB) Viewed 11199 times
Also I think it would be nice to place some jump pads on the ground for infantry to cover the big size of this map. With the help of these jump pads it's also possible to get behind tanks and tank them out that way.

Good job on the editing!

Stein
Image
User avatar
Maniac
Posts: 253
Joined: Tue 23. Dec 2014, 23:21
Description: Ain't no rest for the wicked
Location: Ukraine

Re: MinusTankMeUp

Post by Maniac »

Thanks for the review, the vehicles setup is something I need most opinions about :thumbup:
The little bridge near map edge between 4/7 is nice when 4 and 7 belong to different teams: it allows to skip the direct road and do some surprise attack from behind ;)
Jumppads are a good addition, I am not yet sure about their locations, but I'm intended to add more than couple of them.
Missile Launcher is a hard topic... I really like the way you get it - with controlling node and escaping from enemies (you can't just go and steal it from neutral node or enemy node - like Deemers at SpaceCargo). But still, the randomness imapct is still too big to have a strong tactic on aquiring it. If I can figure out how to simulate this with a ususal superweapon, I'll replace it.
Post Reply