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ONS-AncientTemples-Sed

Posted: Wed 16. Jan 2019, 23:06
by Miauz55555
Still looking very nice.
Vehicle layout seems to be much better.
Musik is fitting very nice. (If you want to hear that musik you need to put the musik file in your musik folder.)
I think I have ~10 fps more than before.

Re: ONS-AncientTemples-Sed

Posted: Thu 17. Jan 2019, 08:43
by Sedoy
Thank you for a reply Miau!

ONS-AncientTemples-Sed

Posted: Thu 17. Jan 2019, 21:05
by Miauz55555
Sedoy wrote:Thank you for a reply Miau!
You are wellcome.
Thanks for your participation to the community. :thumbup:

Re: ONS-AncientTemples-Sed

Posted: Fri 18. Jan 2019, 19:58
by Sedoy
Glad to hear Miau. So i guess we can now try it on the server?

ONS-AncientTemples-Sed

Posted: Sun 20. Jan 2019, 18:11
by EmanReleipS
Hey Sedoy,

Sorry for taking so long to reply. I only have two little suggestions for the map:

It is difficult to get from nodes 1 (and 4) to 6. It is fine with a manta or flying vehicle, but the ground vehicles need to travel a long time (for example, from 4 they need to travel almost to 7 and then they can go to 6). So a more direct path might be good (unless you want ground vehicles to be slower).

Also, there is an area between 1 (or 4) and the center node where the ground is lower. Players who fall down there and can only double jump have no way to get back to the node. So a ramp or jump pad there would be nice.

Maybe these two things can be combined...
AncientTempels2.jpg
AncientTempels2.jpg (1.4 MiB) Viewed 43769 times

ONS-AncientTemples-Sed

Posted: Mon 21. Jan 2019, 00:11
by Miauz55555
If you are ok with a litle fog? I have (lowest) 39 FPS without and 66 FPS with that fog.
I made that and I also addet basic zone-sound.
https://www.dropbox.com/s/fethqff8smge6 ... g.ut2?dl=0

May also add Emas Jump-Pad Idea and a few other Jump-Pads to make it faster for footplayers.
Shot00579_1-20-2019_AncientTemples.jpg
Shot00579_1-20-2019_AncientTemples.jpg (84.55 KiB) Viewed 43751 times
Shot00580_1-20-2019_AncientTemples.jpg
Shot00580_1-20-2019_AncientTemples.jpg (70.6 KiB) Viewed 43751 times

ONS-AncientTemples-Sed

Posted: Sun 27. Oct 2019, 21:24
by EmanReleipS
We played this again during the last match event and it was a lot of fun! I would recommend to change the location of the minotaur. At the moment, it spawns in the center node and makes the winning team too strong, because it can shoot almost anywhere on the map. I think if you place one minotaur at each base, it will help the losing team defend, the winning team will need more time to move their minotaur into a good spot, and they can kinda balance each other. What do you think, Sedoy?

ONS-AncientTemples-Sed

Posted: Sat 9. Nov 2019, 10:56
by Sedoy
Did i miss the event? :( Yes Ema, you're right, the map still is not finished yet. I will get back to the work on this map.

ONS-AncientTemples-Sed

Posted: Sun 29. Dec 2019, 16:50
by Sedoy
Here is a little upgrade. Less vehicles. No Mino on the centre node. Ramps are added.

https://www.dropbox.com/s/sh3u2fumf4s7j ... 3.rar?dl=0

ONS-AncientTemples-Sed

Posted: Sun 12. Jan 2020, 23:26
by Miauz55555
That Version could go on. I added a golden end for the pyramid in the midle, added zone sounds and lowered the for distance a bit (I hope it's enough for the most). Without that fog it would be to much for the most PCs.
ONS-AncientTempels-Sed-V01.zip:
https://www.dropbox.com/s/cl5wyxc4ej7dj ... 1.zip?dl=0