ONS-CBP2-Valarna

Anything about UT2004 mapping, Uscripting & more
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: ONS-CBP2-Valarna

Post by Cat1981England »

It's now on the server for play testing Fors :thumbup:

Here's your first demo.
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.
User avatar
Miauz55555
Posts: 2051
Joined: Sun 7. Jun 2015, 23:12
Description: https://discord.gg/X4V8THM
Location: Germany
Contact:

Re: ONS-CBP2-Valarna

Post by Miauz55555 »

My impressions from the first match:
I was not on the whole map so other may add there impressions, too. Also when you have the same or complete different from my. That will make a better feedback.
  • All over the map seems good. :thumbup:
  • The Kraken is nice on this map, a bit to strong for my opinion. But you can turn the game.
  • When I was in the Kraken and after the other Kraken hit my I couldn't see anything. The world was like rotating very fast around. So I couldn't shoot back.
  • The Biotank is way to overpowered as the Mino is, too.
  • The build time from some nodes are to short. When you have a prime and the Biotank or Mino it's over. They only need 2-3 shots to take down the core. And when the Kraken is out you have nothing to stop them.
Possible changes:
  • Exchange the Biotank with a Balista. It's also very strong against flyers and ground vehicles. But easier to take down.
  • Exchange the Mino with a Plasmatank. It has mutch health, a long straight range and a acceptable damage. I don't know the exact values. And it looks cooler than the Mino.
  • Add one of this Nukes (the one from Kingdome which don't take down nodes or the core but nearly every vehicle) on top of the tower over the core. Some around 60 seconds spawntime. Or the Nuke strike lancher. As a last resort defence. And also some ammo for the snipers and a 100 shield. It is a bit sad when you are on the top and there is nothing.
  • Increase the buildtime from the primari nodes 7 and 1 buildtime*1.5. And from the nodes 4, 10 and 6 buildtime*2.
Image
Image
User avatar
EmanReleipS
Administrator
Posts: 3415
Joined: Thu 3. Oct 2013, 00:18
Description: Pancake Fairy
Location: Germany

Re: ONS-CBP2-Valarna

Post by EmanReleipS »

I noticed tonight while spectating that there is a weird texture bug at the bridge at node 8 (I didn't check node 3):

The texture changes from this.....
Valarna texture 1.jpg
Valarna texture 1.jpg (1.67 MiB) Viewed 10949 times
...to this....
Valarna texture 2.jpg
Valarna texture 2.jpg (1.65 MiB) Viewed 10949 times
and back. But it doesn't happen all the time. :dunnosoz:

Also, is there any way to move the location of node 3 a little bit south? On the minimap it looks like node 3 and node 4 are connected, but they are not. Moving the node a little will make it easier to see on the minimap which nodes are connected and which aren't.
Image
User avatar
fors
Posts: 145
Joined: Sun 2. Sep 2012, 17:51
Description: skype:mushiak14
Location: Forsiyskaya republic
Contact:

Re: ONS-CBP2-Valarna

Post by fors »

Hello all it's Sedoy. Fors couldn't get on forum so he asked me to login his account and post this message
Files just maps
https://www.dropbox.com/s/cc367g65y3yqx ... 2.rar?dl=0
Files maps with packages using in the maps
https://www.dropbox.com/s/wkzyevphgrwy6 ... 2.rar?dl=0
Selected map rename to ONS-CBP2-Valarna-BadWolf-ForsEd-V2 or if you have other ideas.

ONS-Valarna-V2 created.

list of changes:

- texture "newmoss" has been replaced from EpicPackage to texture "moss01ar" (now there will be circles)
- the range of drawing fog was reduced from 22000 to 20000 and CullDistance on StaticMeshes was reduced as well
- in the some StaticMeshes has been significantly simplified Collision
- model StaticMeshes “big_palm” and “big_palm2” have been simplified more than 50% (the number of polygons is approximately from 520 became 250 and Collision as well) to improve FPS
- small permutations NaliFruts and PlayerStarts (not important)
- LinkHealMultiplier was reduced
- machines KingHellHound and EONSScorpion been added from packs to save weight
- texture packs NaliCast and NaliFX now completely removed (I reinstalled the game to check this)
- added a BlockingVolume around PowerCore to reduce damage from ArbalestRedeemers
- “CustomWeaponLocker” were installed
- now you will not stumble when you enter in the house (thanks Gloups what noticed)
- added new Badgers for players do not fall under the map. Below the map is now LavaVolume.


In The bonus version of the map there music from Unreal1, which was chosen for this map. Now I put it directly in the map (in mylevel), but the weight of the map has doubled.

Because of the features of the game (as written by a Cat), music file for the map impossible to download from the server. But possible put music directly on the level in the form of sound, in this case, each player will hear the music. However, the file weighs the same as weighs the map :D

Cat, and the other players, the choice is yours. It is not of special importance and I'm even inclined to version clear, so don't bother)
Attachments
valarna1.jpg
valarna1.jpg (164.59 KiB) Viewed 10872 times
valarna2.jpg
valarna2.jpg (119.1 KiB) Viewed 10872 times
Image
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: ONS-CBP2-Valarna

Post by Cat1981England »

Thank you Sedoy and Fors, it all looks really good. The fps is much improved and the vehicles "feel" right. Just 3 final issues,

---------

The size of the map with the music is too much i'm afraid. The issue isn't the size of the map itself, but its size once it has been compressed. As a general rule, maps should be less then 10mb once compressed otherwise people start to complain. The two versions here are V2Clear which is 6mb, V2Bonus 16.8mb, so it seems like the .wav files myLeveled into the map do not compress at all. This only leaves you with about 3.5/4mb to play with.

It may still be possible to have a sample of the music in the map, but it will need to be shortened. I don't think you should use this file as it doesn't fade well, but it can give you an idea of the sort of sample you'll need if you really want this music.

UT2004Mi is an easy tool for compressing maps if you want to see how big your map is when it is downloaded from the redirect.

----------

The second issue is a quick and easy fix. Go to your SkyZoneInfo Properties, 'ZoneLight' and set 'DistanceFogEnd' to 275 and 'DistanceFogStart' to 250. This should stop the mountains popping into view.

---------

The final issue are the Badgers, as it's still possible to fall through the map when exiting them. Thankfully Peg provided the fix for this on Grit, and it should work here as well. The exit position value which seems to have been changed in Badger_V2beta3fix.u only affects the driver when the vehicle is stationary, you also need to change the BadgerTurretPawn exit position value for the passenger and also the values for when the vehicle in moving.

I would recommend removing the Badger and Navigation points from this map altogether, rebuild, save and exit. Reopen the editor and load ONS-Grit-SE-BadWolf-V2-C, right click and copy the Badger then open Valarna-BadWolf-ForsEd-V2 and paste. You can change the stationary (non-moving) exit position through Badger and BadgerTurretPawn, but to change the moving exit position you'll need to use the following two commands,

set Badger ExitPositionZOffsetWhenMoving 80.0
set BadgerTurretPawn ExitPositionZOffsetWhenMoving 80.0

We had to go to 70 on Grit to stop falling through the terrain and upped it to 80 to be sure. You'll need to test this as 80 may not be high enough with the steep hills of Valarna.

It would probably be best to leave this vehicle "myLevel", but if you are going to create a new package for it, you should let Wormbo know :thumbup:

----

I hope that all makes sense, sorry busy day.
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.
User avatar
fors
Posts: 145
Joined: Sun 2. Sep 2012, 17:51
Description: skype:mushiak14
Location: Forsiyskaya republic
Contact:

Re: ONS-CBP2-Valarna

Post by fors »

https://www.dropbox.com/s/fe4qahejdbw8h ... 7.rar?dl=0

File maps

In the new version Valarna was changed the Blocking Volume at the base. Now he completely ignores the damage from Arbalest and Wasp.

Badger: I changed the parameter "BadgerTurretPawn ExitPositionZOffsetWhenMoving" to 300 and still managed once to fall under the map o_0. But on the most used routes the chance to fall much lower. I decided to leave the value of 150 (At 150 I ceased to fall in many places), since the more value gave me almost the same result, but this leaves the transport becomes high. Why I don't use the version of the badger mk 2? Because there are an awful spelled out the damage of the minigun turret. In version fix I redid it to what it was supposed to be. (I added those lines to the code that wrote the Pegasus)


Cat writed: The second issue is a quick and easy fix. Go to your SkyZoneInfo Properties, 'ZoneLight' and set 'DistanceFogEnd' to 275 and 'DistanceFogStart' to 250. This should stop the mountains popping into view.
actually these mountains are specially made for the scenery in the background!

In the bonus version, I added a gift for all fans of the First Unreal :)
all the weapons from the First Unreal had been placed on the map, plus a bit of ammunition and first aid kits. Parameter CullDistance are low and in FPS is almost not reflected, but all will be fun and interesting to shoot the new guns O/ The file containing the guns, of course, weighs a lot, but it's worth it.

With pistols problem, if you switch weapons at pistols, the mouse wheel does not switch to another weapon. I put them separately. The rockets and grenade launchers I put separately to them to notice they are not switched when using the mouse wheel, they need to call the corresponding buttons [4] and [5]. (Specially I say, the new weapons take not necessarily. Who doesn't want new weapons, the standard is still lying in their places)

This time in the bonus version have important subject to additional themes and atmosphere of the map, please have a good think about it.

P. S. I still have ideas to continue the map, perhaps after a lot of time I will consider version 3, at this point I've done everything I planned.
Attachments
UT2004 2016-04-04 21-51-22-23.jpg
UT2004 2016-04-04 21-51-22-23.jpg (281.37 KiB) Viewed 10794 times
Image
User avatar
Miauz55555
Posts: 2051
Joined: Sun 7. Jun 2015, 23:12
Description: https://discord.gg/X4V8THM
Location: Germany
Contact:

Re: ONS-CBP2-Valarna

Post by Miauz55555 »

Nice Fors. :thumbup:
Image
Image
User avatar
Cat1981England
Posts: 2326
Joined: Mon 23. Aug 2010, 16:35

Re: ONS-CBP2-Valarna

Post by Cat1981England »

Thank you Fors, just one final thing.

The trees collision isn't right. There is an invisible lump at the base and vehicles keep getting stuck in them. It might be easier to set all collision to false and add a simple blocking volume to every tree.
forstree.png
forstree.png (646.12 KiB) Viewed 10748 times
ONS-CBP2-Valarna-BadWolf-ForsEd-V2Bonus on the server. Please post any feedback before this goes final :thumbup:
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.
User avatar
ThunderCat
Posts: 221
Joined: Wed 15. Jan 2014, 00:24
Description: Swiggity swooty
Location: Norway
Contact:

Re: ONS-CBP2-Valarna

Post by ThunderCat »

Really digging the new (old) weaponlocker :lol: :thumbup:
But I was wondering -- would it be possible to add more rounds to the sniper rifle?
Nubs like myself don't always hit our targets every time -- so 8 bullets is a little short ;)
Image
User avatar
]M[
Posts: 144
Joined: Sun 8. Aug 2010, 13:12
Description: laggy but not too shabby^
Location: the southern tip...

Re: ONS-CBP2-Valarna

Post by ]M[ »

This has been much fun to play & a nice new addition :thumbup:

...the map can be controlled by a strategic Kraken/Levi whore, though
(not gonna naMe anyone in particular... :ghehe: ), so perhaps a couple
of Ions on the nodes to the sides, to help counter the beast...?

"The Levi may be King of the Jungle, but its natural predator is the Ion Tank" ;)
Post Reply