ONS-SlatedWorld remake

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SpaceEngineer
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

GLoups! wrote:Thank you space, I have it play everything last hour, new map is much more fun as it.
Apart from the mantas which do not serve, always the possibilite of spamming with hellbenders..
:greengrin:
Do you suggest replace matas with something flying?
I has removed all hellbenders... Or not?
SpaceEngineer
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

Hey, how about these power core protection? The wall defends is from spamming from key nodes.

So, that last midifications do you want? Replace Mantas, add more turrets, etc?
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Pegasus
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Re: ONS-SlatedWorld remake

Post by Pegasus »

Hey folks, how's everyone's summer been going?

I gave this edit an offline test on my laptop a couple o' days ago but I didn't want to make any comments about it here until I'd try it in an online setting with other folks first and see how my initial suspicions fared compared to what I'd actually see happening. Since I got that chance tonight, here's my take on the SP2 edit:

As far as I can tell from this thread and my own observations, there were only 2 points in the editing list/agenda of this map from the previous version; the first one was the removal of that stupid, distant Playerstart at one of the green middle floating island's nodes, which I completely applaud and approve of ('bout damn time someone did that as well; onward to the fixing of the ceiling-looking one at one of Tyrant's bases now too?) and the other point was the removal of most heavy-handed hitscan vecs from the bases - presumably because that's what's been holding the map back in the editor's mind. Thing is though, just as I originally expected beforehand and as I witnessed online myself, this only led to the various already overpowered custom flyers buzzing all over the place unchecked and becoming that much more dominant because of it. Way I see it, the placement of the Hellhounds and Railtanks at the bases by the previous editor were an attempt to solve that problem; I'd agree that it was an imperfect attempt that resulted in some predictably annoying playstyles (hi, Rotten ^^), but at least it had some effect toward its intended direction. By disregarding the problem through keeping all the strong birds in the map and removing the equally strong AA options, you'd naturally expect things to slide to a situation where late-game defense against the constant stream of flyers trying to raid your base is practically infeasible and, true enough, that's what happened. I mean, wtf are those 2 tanks gonna do to help when you're being swarmed from all 3 directions? Their minigun turrets are no match for that kinda winged baserape and then the only purpose the covered cores are left to serve is to prolong the agony by a couple of more enemy respawns before the match is over.

Just so I don't get misunderstood here, btw, lemme just say that I both mean no offense to SpaceEngy for his trying to help the server's content stay fresh through these editing efforts with my critique here and that I also share his frustration with one-hit wonder vecs of any kind as that's always one sure telltale sign of bad design or balancing; you can always bet that as much fun as they are for the user, they're equally annoying to the victim who had no way to defend against it. More to the point, IMO, Gorzakk's Hellhound dealing 300hp of dmg per max charged shot is, and always has been, a bizarre, ridiculous choice and quite frankly I always wondered how regulars ever came to accept such an imbalance without question or challenge; the situation's pretty similar with the Railgun tank's ray, although at least in that one's case it's been a small comfort having that vec featured mostly in strong flyer or no flyer maps (Slated has been the exception) and also knowing that Wormbo did put some coding effort into coming up with an original gameplay mechanic by way of the persistent beam that passes through vecs, peds n' such without stopping after the first impact as it makes players think about that too while using the tank. Still, I think most sensible, seasoned ONS players would agree that such high dmg per shot settings in any vec only worsen gameplay instead of adding to it and are the wrong way to deal with other overpowered vecs. Arms races always end up hurting those that just can't keep up, after all, and in this case it's all of the UT retail arsenal (vecs and ped weaps) that gradually becomes the lower tier. If we're looking to make SlatedWorld a more sensible battleground, I think the better choice would be to tone down or make more scarce both the stronger airforce as well as the AA vec options instead of just diagnosing half the problems and prescribing lopsided treatments - more numerous retail vecs would help towards that goal.

As a last observation, since the map's already under the knife, so to speak, and we're examining its performance, I believe the central isle has always been the original creator's biggest failure by way of it turning into such a missed opportunity. I mean, everyone's come to know this map as a flyer-based affair exactly because ground vecs have very few (and limited) roles to play from one side of the map to the other, not to mention the much longer times it takes for them to get anywhere making it pretty much a no-fun, pointless venture to try taking anything with wheels across the bridges to the other side. Thing is though, the main island would be an ideal place for land-based combat if only the ridges were wider, featured more interesting/challenging terrain and we had armoured vecs spawning at the 2 nodes there instead of more OP flyers and benders. The central volcano could equally receive some attention to become a point of interest/conflict instead of a location almost nobody bothers to visit now even though it looks cool n' all (I wonder, do most ppl even know about the special pickups that spawn there?). If all of that were to be added, I'm sure the map would provide much more varied combat and additional playstyle options for peds and tank lovers and it'd quickly shed its bad flyer-only rep and start providing us with some epic fights for the control of the middle island. Finally healers, tank drivers and turret support folks would have just as much a vital role in victories as the glory that hotshot pilots have hogged for themselves all this time from up above. Just a thought there :).

Anyway, those are just my personal thoughts and obviously, as heinz has suggested, it's all about what the community's preferences are that drive the map roster version changes. If more ppl decide this edit does the job best, that's what we'll keep playing on; if not, we'll find out what direction they wanna go. Let's see what other folks have to say and find out.
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GLoups!
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Re: ONS-SlatedWorld remake

Post by GLoups! »

A hellbender has survived,good thing to defend the base without make a massacre among the flyers...more difficult than a Railgun.
The central island has a decorative fonction, but not very useful for the gameplay, Pegasus has raise a good point . :think:
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

Well, I will place two or three Hellbenders, and move turrets closer to the core. What additioanl air defence needed?

The "stupid, distant Playerstart at one of the green middle floating island's nodes" :D is already removed. (I can fix the ceiling-looking spawns on the Tyrant too - but this is a theme for another thread).

PS: Is that wall behind the core is OK (look at the screenshot of my previous post)?
PPS: I have inspect the map again and found that I forget to remove some benders on the blue base and nearest node...
PPPS: Are "BigAl" is a name of the map autor? Should I get a permission from him to edit his map? That map name do you like to be (I should I make?): "ONS-SlatedWorld-BigAl-SpaceEdit" or "ONS-SlatedWorld-SpaceEdit" or "ONS-SlatedWorld-[Space]"? BTW, Heinz, I see you rename my version of this map to "ONS-SlatedWorld-BigAl" (the name of non-modified version) - this is bad, because may lead to file version error, and may confuse people.
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

New version.

Dwonload (2.6 Mb)

There are many changes on the main bases:

- Added a wall covering Power Core from incoming attackes.
- Added one HellBender and one HellHound
- Cicada replaced with Dragon (a question to laboRHEinz - are the files called Dragon_V2.u and Dragon_V2.int installed on the server, or I should embed Dragon scripts and textures into the map?)
- One tank for defend the core from infantry (or more tanks needed?)
- Added a third turret
- Extra ammo for Shock Rifle added to weapon lockers - in purpose on defending
- New more compact layout of all actors on the base - now no long marafone needed to reach vehicle / weapon locker / turret / power core to teleport
- removed unwanted player starts (that far away from any vehicle)
- far birds spawn points are moved closer to the player starts (they was almost never used in default map, because located on the far side of the base, very far away from all player starts)
- 3 turrets are placed around the core and can be fast reached
- Removed forgotten benders from some nodes

Also flying path nodes are completely reworked, bots should work faster and more smart.

That can be added? More ground vehicles, more health and shield pickups, changed some weapons in the weapon lockers at different bases, what else?

A blue base have the Power core's wall shifted and rotated, so the core is a bit more vulnerable to attacks from upper outpost. This is because main islands have very different shape and I can't make them symmetrical.

The screenshots is better than all words:
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Red base
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Blue base
Blue base
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Last edited by SpaceEngineer on Tue 21. Aug 2012, 17:53, edited 3 times in total.
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

The final release. Fixed some glitchy bot paths, added side walls covering power core and a frogotten concrete base under the blue core (look at screenshot), fixed floating shield pickup base. All links updated.
Dwonload (2.6 Mb)

PS: maybe move this topic to the "Creative corner"?
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

So, Heinz, will you install this version on the server? The previous one have few bugs (HellHound is spawned at the blue base, but not at the red). Don't change the nahe of file - this confuse a players.
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Re: ONS-SlatedWorld remake

Post by laboRHEinz »

Alright, topic has been moved to where it belongs.

First off, thanks again for the edit, Spacey :thumbup: .

I haven't checked the latest version yet so I can't say if it's ready to be put up.

Before I do it, here are some replies:
PPPS: Are "BigAl" is a name of the map autor?
AFAIK no, he just omnified the original version.
Should I get a permission from him to edit his map?
It's an unwritten "law" for mappers to ask the original maker, yes. But since I don't think BigAl was the one, you better search for the original mapper instead. Usually there are some hints / email-addies within the map itself. However, most original mappers don't play UT / aren't active anymore, thus it's sometimes hard to get replies at all. If that's the case here, I'd say "shrugs", UT-life goes on, maps are free for being edited then.
That map name do you like to be (I should I make?): "ONS-SlatedWorld-BigAl-SpaceEdit" or "ONS-SlatedWorld-SpaceEdit" or "ONS-SlatedWorld-[Space]"? BTW, Heinz, I see you rename my version of this map to "ONS-SlatedWorld-BigAl" (the name of non-modified version) - this is bad, because may lead to file version error, and may confuse people.
Hehe yeah, I renamed it. But since it's ~SP2, there shouldn't appear any conflicts.
However, in general, that's a delicate question. Chosing a proper name has to take several aspects into account:
  • The original mapper contributed most of all, so it's quite natural that he doesn't want to be left out. The map name and mapper infos shall stay as they were.
    The editors are deservedly proud of their work as well and usually are pleased when there's a hint in the name.
    The map names shouldn't get too long by wearing the names of every single editor and minor version. That'd lead to unreadable names. The shorter the better.
    On CEONSS, we use "SPx" for "Service Pack x" on minor edits. Gives a bit of uniformity.
Hence my counterquestion is: BigAl did a major edit, as you did now. And if some further mappers in the future do edits as well, what about the name? ONS-SlatedWorld-BigAl-SpaceEngineer-NextEditor1-NextEditor2? Surely not.
There are no official rules about naming maps. I'd tend to keeping the original map name ofc and maybe adding the latest editors nick - but only if it was a major edit. If it's just a minor one, we should stick to "SPx". So, any ideas how to name it?
a question to laboRHEinz - are the files called Dragon_V2.u and Dragon_V2.int installed on the server, or I should embed Dragon scripts and textures into the map?
Dragon_V2.u is installed, Dragon_V2.int not.
SpaceEngineer
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Re: ONS-SlatedWorld remake

Post by SpaceEngineer »

I name it "ONS-SlatedWorld-[Space]", and save autor's and editor's names in the map info (it can bee seen when you choose the map in the browser). [Space] is my short signature as mapmaker, because SpaceEngineer is too long.
So, you will add the map then someone test it? It's good idea, because I may miss some bugs.
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