The slightly dimmed one looks better.
And yeah, shieldjumping is something which not many people can do. Put some jumppads on the map.
ONS-Ziggurat
- Maniac
- Posts: 253
- Joined: Tue 23. Dec 2014, 23:21
- Description: Ain't no rest for the wicked
- Location: Ukraine
Re: ONS-Ziggurat
Thanks for all the feedback!
Accepted issues:
- make lights dimmer
- allow getting to walls without shieldjump
- check bot waypoints
Lol me le noob! Several waypoints failed to link, and they happened to be the crucial ones... So the way the bots see the map now is like the one of an extremely wasted human. Fixing it right now.
Accepted issues:
- make lights dimmer
- allow getting to walls without shieldjump
- check bot waypoints
Lol me le noob! Several waypoints failed to link, and they happened to be the crucial ones... So the way the bots see the map now is like the one of an extremely wasted human. Fixing it right now.
- -FuNkY-MoNk-UK-
- Posts: 654
- Joined: Wed 27. Nov 2013, 01:08
Re: ONS-Ziggurat
Looking good. Few things i would like to mention.
-Random fps drops, can't replicate.
-Bots do nothing (see pic #1).
-Correct me if I'm wrong but Node 1 has no purpose. Double damage up there would be a nice trade.
-Would be interesting to see how putting 6 and 7 on the top level would play (see pic #2). Nodes links are fine as they are, but putting them two nodes up top might encourage a better link setup. Would concentrate the action more to the center rather than spaced out underground, thus having better NV flow. If ya keep the underground nodes then please make the entrance a bit more visible, like some arrows or summit. Playable as it is, so up to you.
-Prefer Zoners shaded look.
-Jumpads to allow better flow is a good idea. Around the edges could do with a few (see pic #3) the scale around the outside rim seems large. Pads opposite each other here would be nice also (see pic #4)
Thanks for taking your time to build this map, mani




-Random fps drops, can't replicate.
-Bots do nothing (see pic #1).
-Correct me if I'm wrong but Node 1 has no purpose. Double damage up there would be a nice trade.
-Would be interesting to see how putting 6 and 7 on the top level would play (see pic #2). Nodes links are fine as they are, but putting them two nodes up top might encourage a better link setup. Would concentrate the action more to the center rather than spaced out underground, thus having better NV flow. If ya keep the underground nodes then please make the entrance a bit more visible, like some arrows or summit. Playable as it is, so up to you.
-Prefer Zoners shaded look.
-Jumpads to allow better flow is a good idea. Around the edges could do with a few (see pic #3) the scale around the outside rim seems large. Pads opposite each other here would be nice also (see pic #4)
Thanks for taking your time to build this map, mani





- Maniac
- Posts: 253
- Joined: Tue 23. Dec 2014, 23:21
- Description: Ain't no rest for the wicked
- Location: Ukraine
Re: ONS-Ziggurat
V 1 Update 1
https://www.dropbox.com/s/gqeejhn27ecua ... t.ut2?dl=0
(same link as the old one, PM me if you need one of the previous edits)
Fixed all of the listed bugs, not sure about the "random fps drops" Funky mentioned though. I hope Cat's suggestion about zoning will fix them.
Added 2 low gravity volumes to get to the walls. They are intentionally small, weak and only two in number because I still don't want to make the walls a popular place.
2Funky:
1) node 1 is required to make 6-1-7 link; I hope it will move action to the top of the building. You can go from 1 to the tombs, but you can't go the other way around.
2) if you have ideas of better link setup, I'd be happy to listen to them. This one is just "playable", not "good".
3) I do not want the tomb entrances to be very visible to comply with aesthetical part of the map design, and I hope the players will remember where they are - there is only 1 entrance/base, so I guess we can live with it
Thanks for noticing it, anyway!
P.S.: Cat, could you please add proper zoning to this map or point me out where to put the zones? Thanks in advance.
Edit: P.P.S.: about the jumppads - I was thinking about them all the time, but all of the possible placements I came up with provided bigger advantage to the dominating team and useless for the defending one. If anyone has particular ideas - I'm all attention
https://www.dropbox.com/s/gqeejhn27ecua ... t.ut2?dl=0
(same link as the old one, PM me if you need one of the previous edits)
Fixed all of the listed bugs, not sure about the "random fps drops" Funky mentioned though. I hope Cat's suggestion about zoning will fix them.
Added 2 low gravity volumes to get to the walls. They are intentionally small, weak and only two in number because I still don't want to make the walls a popular place.
2Funky:
1) node 1 is required to make 6-1-7 link; I hope it will move action to the top of the building. You can go from 1 to the tombs, but you can't go the other way around.
2) if you have ideas of better link setup, I'd be happy to listen to them. This one is just "playable", not "good".
3) I do not want the tomb entrances to be very visible to comply with aesthetical part of the map design, and I hope the players will remember where they are - there is only 1 entrance/base, so I guess we can live with it

P.S.: Cat, could you please add proper zoning to this map or point me out where to put the zones? Thanks in advance.
Edit: P.P.S.: about the jumppads - I was thinking about them all the time, but all of the possible placements I came up with provided bigger advantage to the dominating team and useless for the defending one. If anyone has particular ideas - I'm all attention

Re: ONS-Ziggurat
Hey mani, the pathing work well on the last version, except that the bots will never go up on walls if you don't add jumspots at the right place (below the pathnode to reach and ajust the properties, more you need to fill the forcedpaths to what pathnode you want).
Really good pathing tutos here.
Extra all categories here.
The scaling of the map is also very large, remember that players do not like having to run, i know it's hard to fix that once the map is already make
.
Just a personal opinion, you would have a lot to win to make it an instagib map.
Really good pathing tutos here.
Extra all categories here.
The scaling of the map is also very large, remember that players do not like having to run, i know it's hard to fix that once the map is already make

Just a personal opinion, you would have a lot to win to make it an instagib map.
- Maniac
- Posts: 253
- Joined: Tue 23. Dec 2014, 23:21
- Description: Ain't no rest for the wicked
- Location: Ukraine
Re: ONS-Ziggurat
Hi GLoups!
To be honest, I added the jumpspot only to suppress editor warnings
I still don't want bots to go on the walls, and I don't want many players to go there, too. AFAIR I made a working jump path on MTMU; thanks for the heads up anyway 
About the map size - I am not experienced enough to get it exactly right
The first prototype I've created was like 0.5 x 0.5 of this map (4x smaller square), and it was very ugly in terms of gameplay. I guess that good size is about 0.7 x 0.7 of the current one, or 0.5 x 0.5 with some pinpoint design work (the smallest grid unit I used was 64
).
About Instagib or other overhaul modifications: I kinda like the free software ideology, so anyone can do anything with the stuff I publish (unless directly stated otherwise), if (a) the original author is mentioned in the edit credits, and (b) if they get money from it, they share it with me
. I have no desire to spend my time on the Instagib edit, but if someone wants to do it - they are welcome to 
To be honest, I added the jumpspot only to suppress editor warnings


About the map size - I am not experienced enough to get it exactly right


About Instagib or other overhaul modifications: I kinda like the free software ideology, so anyone can do anything with the stuff I publish (unless directly stated otherwise), if (a) the original author is mentioned in the edit credits, and (b) if they get money from it, they share it with me


Re: ONS-Ziggurat
Got it !Maniac wrote:Hi GLoups!
To be honest, I added the jumpspot only to suppress editor warningsI still don't want bots to go on the walls, and I don't want many players to go there, too.
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Ziggurat
Here you go Mani,
Zoned
It should give you the idea. It's a bit of a rush job, but I could try and do it a little bit better once you're finished if you like?
Zoned
It should give you the idea. It's a bit of a rush job, but I could try and do it a little bit better once you're finished if you like?
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.
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.
- Maniac
- Posts: 253
- Joined: Tue 23. Dec 2014, 23:21
- Description: Ain't no rest for the wicked
- Location: Ukraine
Re: ONS-Ziggurat
Yes please. I'm not confident enough about it and I don't want to make part of map sh*tty because of it. The last edit I've posted seems to be a final one.Cat1981England wrote:It should give you the idea. It's a bit of a rush job, but I could try and do it a little bit better once you're finished if you like?
Re: ONS-Ziggurat
nothing big, but as you lowered those cubes infront of the blue base, the flames remained, now they are floating 
And the random fps drops stopped, at least its not that significant.

And the random fps drops stopped, at least its not that significant.
