[Map] Ons-Syrma-

Anything about UT2004 mapping, Uscripting & more
Zon3r
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Re: [Map] Ons-SyrmaMMXIV-

Post by Zon3r »

This is your map? i didn't know, i apologize, i would have approached it differently. i thought you are buffing up a map as usual, and in those cases critics does not hurt as when someone is criticizing something that you made. sorry again. and congrats for your first map. ut2004 mappers are really rare nowadays.
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Pegasus
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Re: [Map] Ons-SyrmaMMXIV-

Post by Pegasus »

Zon3r wrote:This is your map? i didn't know, i apologize, i would have approached it differently. i thought you are buffing up a map as usual, and in those cases critics does not hurt as when someone is criticizing something that you made. sorry again. and congrats for your first map. ut2004 mappers are really rare nowadays.
Copypasta straight from ONS-SyrmaMMXIV-v1.ut2:

Code: Select all

Begin Map
Begin Actor Class=LevelInfo Name=LevelInfo0
    Title="ONS - Syrma MMXIV"
    Author=
    Description="'All the peoples meet on Syrma, as on all inhabited planets, conflicts, wars, but also the alliances, the love and friendship intersect there. All lived in harmony, until the humans were desperate to seize the wealth of the planet, using the demons with which they had spent a covenant. The latter obey therefore of good thanks to their invokers, by taking advantage of being on the continent for raiding a soul or two ... The planet Syrma became their headquarters, but their actions are still weak, whereas some people continues to believe that a peace is possible."
    Screenshot=MaterialSequence'myLevel.screenshots.LevelPreview'
    IdealPlayerCountMin=12
    IdealPlayerCountMax=32
    ExtraInfo="Author: CJP aka GLoups!"
    RadarMapImage=Texture'myLevel.radar.siryaradarpic256'
    Summary=LevelSummary'myLevel.LevelSummary'
    VisibleGroups="AntiPortals,BuildingRuin01,Emitters,EmitterTeleport,goorwur,LightCoronaTP,None,SMIceSheet,SMIceTrim,TreeSnowy01,peaksupport,Connectionpiece,pickups,Peaks,raillings,thinbeams,blablah,Tooth/door,Lights,pipe/beams,monitors,hooks,supports,PadEmitters,3_Emitters,OLD"
    HideFromMenus=True
    bHasPathNodes=True
    CameraLocationDynamic=(X=-16333.225586,Y=22639.070313,Z=-1271.817017)
    CameraLocationTop=(X=-33095.765625,Y=-4380.837891,Z=213819.812500)
    CameraLocationFront=(X=-2617.000000,Y=-2746.399902,Z=40000.000000)
    CameraLocationSide=(X=-31354.000000,Y=-2746.399902,Z=40000.000000)
    CameraRotationDynamic=(Pitch=58064,Yaw=127572)
    Song="KR-Action2v2"
    DefaultGameType="Onslaught.ONSOnslaughtGame"
    StallZ=3000.000000
    NavigationPointList=InventorySpot'myLevel.InventorySpot201'
    DustColor=(B=80,G=135,R=197)
    DramaticLightingScale=2.000000
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=LevelInfo'myLevel.LevelInfo0',iLeaf=-1)
    Tag="LevelInfo"
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume6'
    bSelected=True
End Actor
Begin Surface
End Surface
End Map
Note the ExtraInfo's value ;).

Btw, I forgot to mention it in the last post, but gj going the extra mile and coming up with a 6-line long story to further flesh out your map, GLoups :). Oh, and disregard my previous comments about the origin of the custom house st.meshes and complex BSPs; guess I should learn to pay more attention to archived maps' accompanying readme files >_>... Use of 3ds Max, PS4 and a polygon cruncher mentioned in there, and the source of those st.meshes is credited as this modeler.
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Zon3r
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Re: [Map] Ons-SyrmaMMXIV-

Post by Zon3r »

So there is this deemer that i can't pick up for obvious reasons. is it there to make me suicide? :D
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Wormbo
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Re: [Map] Ons-SyrmaMMXIV-

Post by Wormbo »

Pegasus wrote:Note the ExtraInfo's value ;).
Also note the empty Author value. ;)
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GLoups!
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Re: [Map] Ons-SyrmaMMXIV-

Post by GLoups! »

Zon3r wrote:So there is this deemer that i can't pick up for obvious reasons. is it there to make me suicide? :D
No? you have two seconds to land your aircraft, take the redeemer and save your ass before being fully Grill :lol:
Seriously, I did it because of a bug ioncannonkill when you leave your area in ith the clock stops ticking, I try to get around this by putting several volumes beside each other and by reducing the countdown, but I admit that it's a bit muddy..
As I'm in the process to rearrange the map (to the extent possible), taking into account some of your comments, I'll try to look a little closer..
Pegasus wrote: First up is the lack of character, and if anyone thinks I'm gonna get into a discussion about petty aesthetics here, lemme just assure you right now that's not the case. Mind you, I'm not talking about thematic cohesion here, as the map has a theme in mind (hilly, rustic countryside) and it manages to stick with it more or less (aberrant militarized/industrial emplacements and ancient ruin flairs notwithstanding); what concerns me here has much more to do with overall geometry & terrain design. Basically, moving around the map, from higher elevations down to the various dilapidated houses/structures that contain the objectives and away again, the totality of the vistas and gameplay-significant locations feels pretty much unremarkable. I mean, aside from the bases' coliseums and weird force fields there and at the proximal primaries (more on that later), it's pretty much devoid of interesting landmarks to the point that even if the map was without a single gameplay issue, the average player would struggle to remember anything specific about it after a match; kinda like how you'd be hard-pressed to recall anything about Aratheia, DG-SandStone, MeadowLand or SweepingSands. This isn't just a "window dressing" or "marketing" nitpick either since a map's larger geometric concept can often influence gameplay through encouraging players to explore places off the beaten path or, more importantly, by providing the framework for unique fighting/tactical situations around the objectives.
As a simple proof of the above claim, think about some of the ONS maps you've always found to be good, or even the best. Now consider what it is about their overall theme and geometric design - around their nodes' areas, the bases and along their midsection - that makes gameplay around there good. Would you say, for example, the node areas lean more towards a complex/busy arrangement or do they go for a cleaner/simpler concept instead? Does the distribution of geometry elements/structures in such popular maps tend to be uniform between areas of importance or are there any kind of unique/notable architectural set-pieces that contribute to making them memorable? For me, whenever I think of mainstay maps, the answer to both those questions tends to fall in the latter group; examples are ample too and off the top of my head would include Alien2, Ascendancy, BasementHomeTheater, BitterSands, DesertedSands, Dinora, GunShop, IslandHop, Katharos, OmahaBeach, Panalesh, Silva, SlatedWorld, Suspense, Tyrant, VolcanoHigh and a number of other, frequently preferred roster entries. There are successful maps that don't adhere to the "central setpiece" design principle, too - Maelstrom, MasterBath and BiggerBeerBattle come to mind - but you could nonetheless argue that their node areas are still characteristic enough on their own.
I see what you mean (although having a little trouble with English and my translator does nothing good) and probably my priority was to learning to master UnrealEd.
Pegasus wrote: Btw, I forgot to mention it in the last post, but gj going the extra mile and coming up with a 6-line long story to further flesh out your map, GLoups :). Oh, and disregard my previous comments about the origin of the custom house st.meshes and complex BSPs; guess I should learn to pay more attention to archived maps' accompanying readme files >_>... Use of 3ds Max, PS4 and a polygon cruncher mentioned in there, and the source of those st.meshes is credited as this modeler.
These tools are used to converting between formats and make some brushs (primarys nodes), regardless of the next steps will be to use more in-depth.
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GLoups!
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Re: [Map] Ons-SyrmaMMXIV-

Post by GLoups! »

Below the link to the version 2, correction of many bugs, gameplay improve, and rebuilding some nodes, thanks to your suggestions :angel:
Last edited by GLoups! on Thu 7. Aug 2014, 12:06, edited 2 times in total.
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EmanReleipS
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Re: [Map] Ons-SyrmaMMXIV-

Post by EmanReleipS »

I just gave it a really quick check and it seems to be much better now - more quick vehicles, jump pads and all the special stuff close to the action. I managed to get both the relic of haste and invisibility, though - that might be a bit overkill.

The node design is much clearer now and way easier to understand and attack. I particularly like the new design of node 3 (and I think the other one is number 7).

I only noticed these two little thingies, but they really aren't a big deal.
Syrma.jpg
Syrma.jpg (1.38 MiB) Viewed 10459 times
Syrma2.jpg
Syrma2.jpg (1.31 MiB) Viewed 10459 times
I noticed that the jump pads don't go to all the nodes, only from the cores to the primaries and on the way branching off the two next nodes (but they don't go from the primaries to the next nodes or from the nodes in the center to each other). Do you guys think that will be fine? I think it might be, since the primaries (and next two nodes) should give the team plenty of vehicles. But want to hear what the others think. :)
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GLoups!
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Re: [Map] Ons-SyrmaMMXIV-

Post by GLoups! »

Oh really horrible is this not? ,link update to v3 plus fix few omissions.
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EmanReleipS
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Re: [Map] Ons-SyrmaMMXIV-

Post by EmanReleipS »

Haven't checked the new version yet, but I forgot to mention about v2:
After I picked the deemer up, the countdown of the orbital satellite reset itself to 9 seconds, so there is plenty of time to get it and run away.
Also, the decoration at the nodes is great and Vader had me laughing out loud. :D
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Zon3r
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Re: [Map] Ons-SyrmaMMXIV-

Post by Zon3r »

tried it, much better, i like these improvements. You did a good job. as i was flying around, i have found this, i was waiting for some time there and even returned later, but nothing spawned, is this there by accident? or it has a meaning?(and i didn't get it :D)

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