ONS-Iguazu

Feedback, discussion & bug reporting on current maps
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fors
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Post by fors »

sorry to keep you waiting. 90% of the map has been redesigned, it remains only to make small improvements! soon I will show something interesting, and meanwhile I will add a little intrigue.

Hmm, what could it be?
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EmanReleipS
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Post by EmanReleipS »

I don't know what it is, but I'm super excited for the new edit! :yippiiieh:
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fors
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Post by fors »



New Edit ready. I made a full rebalance of the map and implemented some interesting ideas, but some things I didn't finish, I will do it later.
The basis is taken ONS-Iguazu-C-5 from Gloups, and a huge thank you to [BMS]Freeman for help in several important details.
Primary changes
-added new nodes \o/
-new lands opened
-many models have been redesigned or replaced with simple (reduced number of polygons) total number of models reduced
-rebalance of weapons, vehicles, knots, etc.
-Terra in a few places remade
-MORE jumpads at the request of players, MORE teleports and other modes of transportation, ALL teleports will move to the road to the nodes
-now the game on this map will be 17 minutes instead of 20 (+overtime), created a new script BMONSTimeLimitOverride
-the nodes are slightly better protected
-now the map is designed and adapted for infantry to a greater extent

When I first saw this map, the first thing I saw was a pipe with a closed lid. I thought, what's behind it? What do you think I did with the pipe? I blew the f up this piece of * so that the wreckage flew to Mars! And what do you think I saw behind the wall? A huge cave! The author made there such a huge room and shut down wall! How unfair! But I know there was something there, and I discovered the secret. Now the map is more spacious.

Teleports... Especially for those who do not know what a teleport is, I made magic stupid arrows to attract attention. Teleports will help you get out of the water and teleport TO the TOP of the road, which is directed to the node. I hate these arrows.

I'll post a video test map, maybe it will help you understand the changes and how to play. It's an old video, I redid something after that.
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UT2004 2019-07-15 03-36-33-50.jpg
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UT2004 2019-07-15 03-37-02-00.jpg
UT2004 2019-07-15 03-37-02-00.jpg (258.49 KiB) Viewed 22832 times
UT2004 2019-07-15 03-37-25-23.jpg
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Last edited by fors on Mon 15. Jul 2019, 21:59, edited 2 times in total.
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fors
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Post by fors »

What is BMONSTimeLimitOverride? This is a script that sets a fixed time on the map and does not allow you to change it regardless of the server settings. Useful for DM maps not to play the same spam corridor for 25 minutes. This has been successfully tested on the BMS server. If this works here, I recommend adding this script to the all DM maps to reduce the game time there. This induces that the server played more interesting and diverse maps, not the same. Let's check it out?

Single file right there, just place it to System folder

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Miauz55555
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Post by Miauz55555 »

Thanks for your effort Fors.
I watched just your video atm. That is looking interesting. I like the on foot paths and the faster ways to get "back up".
Just saw that you have some FPS drops from 150 to 120 on some sceenes. Will see what I get on my old medicore GPU.
Over all the video looks nice .. before your edit that map was a real server killer .. I will check it out when I have some time.

About your BMONSTimeLimitOverride script, I appreciate your thinkings, but we probably can't use it here for several reasons (also when I would like to skip the time of some maps xD):
  • It would be very unfair for the players who like a certain map when there favorite map is a few minutes less by default than others.
    Sure I also don't like all maps, but we try to give everybody a map s/he likes. And it would not nice to reduce one type of map, also when it sounds reasonable to do so with a few maps. Same rules for all.
    That's also the reason why admins will not force a map against a vote.
  • It will remove our withelist status as it's not validated bye Epic (and there is no chance to do that anymore).
  • We have some things running which are not friendly about game changing things.
  • And some more.
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]M[
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Post by ]M[ »

This looks great - really glad this map is getting an overhaul at last - nice work Fors! :thumbup:

Always thought it’s a really interesting design, with its multiple levels & areas - something that’s had great potential, but not before really been realized... the addition of multiple jumps to navigate fast on foot is excellent, what it’s been calling out for - and the resulting combat scenario, between flyers / manta & infantry on jumps should be really good... :cool2cool:
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EmanReleipS
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Post by EmanReleipS »

Thanks, Forsy, that looks like a great edit! There are so many ways to reach the nodes now that I feel spoiled. :D

I think the elevator is a little too fast, though. :lol:
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GLoups!
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Post by GLoups! »

Hello fors, how are you?, sorry for the huge delay but you know summer and all...

The map is very nice like this, and i do not have much to say about the new gameplay, a few points anyway. First the BMONSTimeLimitOverride remove the withelist status and make the server non standard during the time the map is played.

It's possible to prevent rain from falling on some parts of the map, especially under the ceilings of the caves by adding a simple volume and matching Events/tags with the xWeatherEffect in this case "NoRain".

And then... i thought i had more complaints but after investigations i have the impression that you have already treated the situation well. i would have liked to walk on all these ropes. :)
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EmanReleipS
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Post by EmanReleipS »

Hi Forsy, sorry for the late input. Is it okay with you if we use this map, but without the BMONSTimeLimitOverride script?
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fors
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Post by fors »


no time limit version

with time limit version

Looks like I haven't checked the forum for a long time.
Well I finished the previous version and optimized the map structure more.

Are you sure that this affects entering the map in the server list? It's just an actor, not a mutator, not something else, and only affects time. Can you attach a screenshot?

-FPS has become a little bigger. Its decline is due to an increase in the number of nodes, but the discrepancy compared to the OS-Iguazu-C5 version is now minimal
-The total number of meshes (models) is reduced from 3075 to 2403.
-According to your advice, I smoothed the landscape a little in a couple of places so that cars could pass without damage (but not everywhere to preserve the feeling of water)
-I made a model of the cave from scratch, now it is not made of stones, but a full-fledged lightweight 3D model (-30 hours Oh...).
-I combined some closely spaced models into 1 without changing the level structure and appearance, this should reduce the load.
-Some of the static meshes I spoiled completely and now they look disgusting for the sake of reducing the number of polygons.
-There were also many minor fixes.

I still can't find a nice water Shader, if you have any ideas, it would be nice to do this, the previous Shader I find a bit sad and the current one is buggy.

This version of the map is fully playable and I have checked it several times. I have spent more than 200 hours on all of this, and I hope that at least someone will enjoy playing here. BTW UCEdit is short for Unreal Community, a lot of Unreallers have influenced this Edit when creating, by advice, by deed, by editing, I hope it will be a symbol of collaborative work and an extended view of map editing for The Glorious Unreal. Let's start the battle soon!
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look at that, disgusting!
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