Hey folks.
Wormbo wrote:[...]Also for the next alpha I'm going to look at the lockers. I've integrated the CustomWeaponLocker feature to always fill up to initial+extra ammo into the Onslaught Specials NodeWeaponLocker so I can use both at the same time, if it makes sense. The next alpha will see the lockers upgraded to this new NodeWeaponLocker, but at the nodes they will act just like the CustomNodeLocker. At the cores I plan on team-locking them, though.
Current plan for locker weapon loadout: (please suggest improvements!)
- All lockers at all nodes contain Linkgun, AVRiL, Shock Rifle, Flak Cannon and Minigun, each with maximum ammo.
- Core lockers additionally provide Rocket Launcher and Sniper Rifle, also with maximum ammo.
- No Spider Mines anywhere yet, but maybe they could make could make sense somewhere. I could imagine making the Mine Layer available from a separate weapon base at certain nodes, possibly triggered, depending on which team controls this or another node.
- Another thought for triggered weapon bases involves recapturing the prime nodes. Those nodes are well-protected inside structures or under the ground. The high primaries are probably easier to recapture if you manage to attach them with tank shells. (Should be much easier fro mthe core than from where enemies usually come from.) The underground primaries are trickier in that they are far from the tunnel entrance and that tunnel opens away from the core.
[...]
Regarding the lockers, I believe the weapon loadout most people have come to consider reasonable is one that's not lacking in any sort of useful tool, with the mines being the only exception that should be used sparingly. I'd be lying if I said the sentiment wasn't reflected in our internal considerations as well, but to be even more specific, here's one from a recent map edit hosted on CEONSS that embodies this "well-rounded" concept:
Code: Select all
Begin Map
Begin Actor Class=CustomWeaponLocker Name=CustomWeaponLocker13
Weapons(0)=(WeaponClass=Class'XWeapons.BioRifle',ExtraAmmo=40)
Weapons(1)=(WeaponClass=Class'XWeapons.ShockRifle',ExtraAmmo=40)
Weapons(2)=(WeaponClass=Class'XWeapons.LinkGun',ExtraAmmo=220)
Weapons(3)=(WeaponClass=Class'XWeapons.Minigun',ExtraAmmo=280)
Weapons(4)=(WeaponClass=Class'XWeapons.FlakCannon',ExtraAmmo=30)
Weapons(5)=(WeaponClass=Class'Onslaught.ONSGrenadeLauncher',ExtraAmmo=20)
Weapons(6)=(WeaponClass=Class'XWeapons.RocketLauncher',ExtraAmmo=40)
Weapons(7)=(WeaponClass=Class'Onslaught.ONSAVRiL',ExtraAmmo=20)
Weapons(8)=(WeaponClass=Class'XWeapons.SniperRifle',ExtraAmmo=30)
myMarker=InventorySpot'myLevel.InventorySpot101'
Level=LevelInfo'myLevel.LevelInfo0'
Region=(Zone=ZoneInfo'myLevel.ZoneInfo0',iLeaf=76,ZoneNumber=1)
Tag="CustomWeaponLocker"
PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume0'
Location=(X=0.0,Y=0.0,Z=0.0)
StaticMeshInstance=StaticMeshInstance'myLevel.StaticMeshInstance9999'
ColLocation=(X=0.0,Y=0.0,Z=0.0)
End Actor
Begin Surface
End Surface
End Map
For folks who won't bother with the code, this boils down to the following: Bio (40), Shock (40), Link (220), Mini (280), Flak (30), GrenLauncher (20), Rocket (40), AVRiL (20), LG (30). Obviously deviations depending on the mapper/editor's specific needs for the area are within reason, but the overall idea should be obvious: ppl have a need for and will come up with uses for most of these guns; don't artificially cripple their playstyle unless there's a specific reason for it. Examples of that would be, say, that the enviro calls for stealthier snipers so you go with CSRs instead of LGs or it's a map like Bridge and you wanna limit bio ammo to curb a previously diagnosed overuse. Pandemonium also does a similar thing by having weaps frequently run out of ammo and thereby forcing ppl to keep moving, but it goes too far IMO and when it returns to the roster in an edited form, it hopefully won't be as aggravating about that.
In terms of tying the lockers' availability to their proximal objective's owners, I can't honestly say that I see the reason or wisdom of that (do they consume any additional network resources, btw?), but I'd like to hear what others think of that proposition as well.
On to other issues now...
- Props on reworking the cores' living areas and transit system; it's one thing to describe a concept in text, but I'm eager to see how it all looks put together. Also, the idea to gain more space inside those 2-story tower bunkers by digging a bit deeper into the terrain does seem the most elegant manner to achieve that (short of stretching the st.mesh). I'd completely forgotten that that particular asset didn't come with a, umm, "bottom" too, so seeing you propose it some 2 weeks ago threw me for a loop at first; of course then I went and checked CTF-Maul for myself and tipped my hat to you

.
- Another thing I just remembered is that some minor terrain adjustments were also necessary to accommodate the repositioned southern facing bunker and sandbagged mini turret, but I didn't include the terrain in the pasted text due to its stupid length. Perhaps I should've since I adjusted the terrain textures' size and orientation to something better looking too, but I'm not even sure the terrain actor is where that's stored, so meh, it's an easy thing to redo anyway. You've probably long since taken care of all that already, but just wanted to account for the omissions.
- OS2 NodeWeaponLocker, ForcedDirVolumes & NetworkProjectileSpawners: improving is good, but I'd just like to respectfully remind that stocking the map with additional custom code is best done with a costs/benefits mentality. That is to say here, don't underestimate the effectiveness of the lowly blocking volume in managing to stop someone trying to leave the map area - it might not be as polite, but it gets the job done.
- I've had a long, hard rethink on my previous suggestion to stick a deemer pickup on top of the beached ship and I gotta admit that, upon reconsideration, it's not a very wise idea. I tricked myself into considering the st.mesh's function to be that of a typical midsection landmark where it's customary and reasonable to plant rewards for exploring players since the ship was placed halfway between the two bases, but, because of the map's square shape and northern concentration of objectives, I see now that's a mistaken assessment; the role it actually fulfills is much needed cover for the proximal node. Considering the possible combinations of pickup grabber (only from a flyer/manta as there's no convenient jumppad nearby) vs node owning team, and given its proximity to the bases, one can quickly conclude it'll hurt gameplay more often than not, i.e. it's gonna be a very influential gift to the team already dominating the map with a ~5sec delivery time to the defenders' core. Long story short, a nice, small armour pickup might be as far as you'll want to go with that one. Sorry

.
- Double damage amps for free in the hangar nodes might be a bit too generous as well; why not place 'em farther/higher and more towards the back of the garage nodes? There's some inexplicably barb wired (fenced?) spherical silos there, perhaps those areas could now serve some function instead?
- The map's already a mash of all sorts of custom vecs serving all kinds of tested roles. Are you sure the Bulldog will fit in, much less have the room it needs to move around and decently contribute? To my mind, the two avenues leading the mino from its spawn point to the garages is a hotbed for action that's mostly missing defensing options for the team unlucky enough to see the behemoth rolling towards 'em. The most useful vec there - and the best survival option for anyone not able to flee fast enough - will probly be the Aegis. Enemies pelting the mino from the roofs will be an interesting kind of opposition, but neither the goliaths, nor the badger and bender will realistically pose much of a threat to it. It's in the face of that reality that I find the solution of gifting damage amps to both teams a kind of sloppy fix. Not that any of this is your fault, mind; the concentration of so many objectives up there has always been an inherent flaw of this map and a stark contrast to plenty of wasted space at its south side; functionality taking a hit for thematic design there...
- I've toyed with this in my mind for awhile now and still have nothing better to suggest for the Ion Cannon node :/. What I do know though is, the Hammerhead is indeed useless in most situations and against most other vecs - that much I can tell you for certain. Its whole design approach has been balancing through extremes, as in no matter the outcome of any confrontation it's involved in, someone's gonna be left feeling pretty bitter and cheated out of a good fight in the end. Either it'll sneak up on some unsuspecting low armoured enemy and instakill 'em (barring that, try to fit in and run 'em over), or they'll switch to shock rifle and instantly nullify it as a threat, making its pilot wish they could safely abandon it and better fight on foot (a plan that fails 95% of the time). Like I've often said, bad design from the start and best to just replace 'em with cicadas when editing maps they're in.
- I was looking around with an eye on net optimizations the other day and I gotta admit that v2-beta3A seems pretty dreadful in that regard: there's only 6 volumeless (?!) AntiPortalActors inside the Ion Cannon node's walls which don't occlude anything at all and, save for the zone portals at the NE/NW garage nodes that actually do inhibit rendering beyond their walls, that's pretty much it. Switch to wireframe view and you can easily peer across the entire map's rendered assets in any direction (you can also try turning off fog if not sure whether tiny stuff still drawn in the distance is what you suspect 'em to be). Here's what the current OmahaBeach version renders:

- OB-v2-beta3A_noAPAs_north_fog.png (352.65 KiB) Viewed 11678 times

- OB-v2-beta3A_noAPAs_fogless.png (241.89 KiB) Viewed 11678 times
See what I mean?
- Assorted st.meshes have a shorter cull distance compared to the fog's end and pop in/out of view all the time; barbed wire placements are the most frequent culprit here.
- The Nirvana resources need axing; the pulley st.mesh & tex inside each garage can easily be myleveled, thus stopping the warning messages, and I think they might be responsible for the playtest log flood below as well:
Code: Select all
Warning: Missing Cubemap Cubemap AW-Cubes.Cubes.MesaEnv2
Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToBevel
Warning: Missing Class Class UnrealEd.Options2DShaperExtrudeToPoint
Warning: Missing Class Class UnrealEd.Options2DShaperExtrude
Warning: Missing Class Class UnrealEd.Options2DShaperRevolve
Warning: Missing Class Class UnrealEd.OptionsBrushScale
Warning: Missing Class Class UnrealEd.Options2DShaperBezierDetail
Warning: Missing Class Class UnrealEd.OptionsSurfBevel
Warning: Missing Class Class UnrealEd.OptionsTexAlignPlanar
Warning: Missing Class Class UnrealEd.OptionsTexAlignCylinder
Warning: Missing Class Class UnrealEd.OptionsNewTerrain
Warning: Missing Class Class UnrealEd.OptionsNewTerrainLayer
Warning: Missing Class Class UnrealEd.OptionsMapScale
Warning: Missing Class Class UnrealEd.OptionsMatNewCameraPath
Warning: Missing Class Class UnrealEd.OptionsMatNewStaticMesh
Warning: Missing Class Class UnrealEd.OptionsDupTexture
Warning: Missing Class Class UnrealEd.OptionsRotateActors
Warning: Missing Class Class UnrealEd.OptionsNewClassFromSel
Warning: Missing Class Class UnrealEd.TexAlignerPlanar
Warning: Missing Class Class UnrealEd.TexAlignerDefault
Warning: Missing Class Class UnrealEd.TexAlignerBox
Warning: Missing Class Class UnrealEd.TexAlignerFace
Warning: Missing Class Class UnrealEd.Options2DShaperSheet
- Does the Dragon v3 propagate the instigator info now? I think last time I tried it, it still exhibited the old behaviour upon seat switching at mid-shot.
- I see some Badger tweaks have also recently been discussed in terms of fixing its exits and COM/mesh-centering (it's why avrils online often fly loops around 'em instead of hitting directly and they tumble in such a weird way when falling off cliffs). Perhaps this next OmahaBeach edit might be an opportune occasion to present tweaks to both those oft-used custom vecs (although, for me the badger's a way more important piece of custom content, if not a rare triumph of joint development in an open game community) and thereby solidify them in everyone's eyes as the next "official" step in their evolution.
Anyway, that's everything I got. Sorry for the long post after the long absence too, these days cycling back to threads like this can take me awhile. Keep up the great work, Worms!