Page 2 of 3

Re: New map for CEONSS ONS-AbandonedCity

Posted: Tue 30. Aug 2016, 00:29
by joeblow
Great game play today!

Re: New map for CEONSS ONS-AbandonedCity

Posted: Thu 1. Sep 2016, 19:50
by smalltown
Don't like the nodes in the building like walk inside then you find the node. And the respawning points at main core, change that near the vehicles coz there is quite a big area just beside the vehicles zone for us to spawn....

Re: New map for CEONSS ONS-AbandonedCity

Posted: Thu 1. Sep 2016, 20:15
by EmanReleipS
Those nodes are difficult to attack, yes. A lot of times a camping badger or hellbender is there and there is only one entrance...

I disagree about the spawn points at base. It would save time to have them close to the vehicles, but it would make spawnkilling when the base is under attack even worse, because attackers heading for the core often shoot at the area right in front of it and the vehicles there as well. Spawning inside the buildings offers a bit more protection.

Re: New map for CEONSS ONS-AbandonedCity

Posted: Thu 1. Sep 2016, 20:20
by Sedoy
i can remove garbage near windows, but it will make the core very vulnerable for attacks from a far distance

Re: New map for CEONSS ONS-AbandonedCity

Posted: Thu 1. Sep 2016, 20:54
by Dalyup!
I like the edit to the map, it feels there is more progress, as it were, through the map. However, at times I think nodes 5 and 8 can be bottlenecks if there are badgers camping in there in the corners. It's quite hard to kill them considering they have the power of a goliath but it might be easier with another entrance.

You could simply add another entrance or perhaps extend the train tracks in the middle nodes to reach towards nodes 5 and 8 so the other entrance is through that way?

Re: New map for CEONSS ONS-AbandonedCity

Posted: Sun 1. Jan 2017, 22:31
by Sedoy
Hello everyone, i made a new version with several little changes. New zone-portals, collisions of lampposts are false,a level of stallZ is higher now, some little changes in road paths, some weapon lockers have mine layers now, some unnecessary staticmeshes were removed. Generally all is remained the same.

Maybe there is no need to reload it.

Would be glad to hear your opinion)

https://www.dropbox.com/s/78nutksjdc2ak ... 2.ut2?dl=0

Re: New map for CEONSS ONS-AbandonedCity

Posted: Mon 2. Jan 2017, 18:54
by Cat1981England
Nice work Sed. Personally I'm not sure about raising the StallZ though. I know that many people have asked for it, but i think it may take people away from the layout of the map, make the flyers too dominate and encourage roof campers.

The only things i could find are,

- The top of some building have the wrong texture and/or are unlit. The ones i saw are black and by each core.
- You can walk off the edge of the map from the roof tops. If you do keep the StallZ that high, some blocking volumes are needed around the edge of the map.
- Perhaps remove the texture from the windows like on CityZ or use modified ones such as those from MinusTankMeUp-C.
- Make the sky-ring a little taller in the skybox. When you go high in a Raptor you can see the bottom of the ring.

Hope that's some help :thumbup:

Re: New map for CEONSS ONS-AbandonedCity

Posted: Tue 3. Jan 2017, 18:25
by Sedoy

Re: New map for CEONSS ONS-AbandonedCity

Posted: Wed 4. Jan 2017, 22:07
by Cat1981England
Thank you Sed :thumbup:

Can everyone who downloaded ONS-AbandonedCity-SedV2 please delete it as V21 has been renamed V2. Thanks

Re: New map for CEONSS ONS-AbandonedCity

Posted: Tue 9. Jan 2018, 13:17
by Zon3r
The map is great, but please, for the love of god, do something about the weaponlockers, they are empty, and the additional ammo is too low too. Especially the side underground nodes. also, base has no lightning gun, its a must have