
ONS-SlatedWorld remake
- laboRHEinz
- Administrator
- Posts: 1269
- Joined: Fri 4. Sep 2009, 14:28
- Description: Old Fart
- Location: Hamburg
Re: ONS-SlatedWorld remake
Hi, after a quick check I only encountered one major issue as yet: The base areas are anything but symmetrical:
This should be changed. Nevertheless, I'll upload it now for further feedback (ppl are a bit lazy commenting here at the boards
). Expect it available in an hour or so.

Re: ONS-SlatedWorld remake
Well i have tried it, it's ok. not sure about the bots tho, i'm playing on godlike, and bots are usually smart on that level. i dont know if the fly path has anything to do with it, but i saw that bots sometimes exit the flier on the wrong side of the node. meaning if the node is too close to the edge, the bots fall down. the core protection is good now as it is, i think no need for further changes on that matter. the goliath is useless i think, it's hard to hit a fast moving falcon or wasp. this is only my opinion

-
- Posts: 75
- Joined: Sat 3. Mar 2012, 22:26
- Description: what is it?
Re: ONS-SlatedWorld remake
Well, the bases is asymmetrical, this is the original map design. I don't know why autor made this. I tied to place all stuff on the blue base like on the red, but there to little place for it. Then I tried to rotate entire island, but end up with total destroy - the bridge and springboard must be fully redesigned to match with new landscape. So I left all as is, simply add a side walls to protect the blue core from attacking from the upper node. Quick test with bots shows that this is good solution - you always should fly at least at the edge of the island to attack the core.
The Goliath is for defense from foot-soldiers jumped out their fliers. However, bots likes to unlock the tank and leave it there, this may make funny ending of the match. I don't know why they do it, I tried do debug bots in the game, but can't understand why they change his mind to go to the node in the tank and leave it. I seen this issue on many other maps.
PS: BTW, I made special efforts to prevent spamming the lower node from base by turret. The good place for turret is between Raptor and the core, but first test game shown me that such placement made easy spam of the lower node, so I have to move the turret. But the Goliath is still may be used to destroy or spam the lower node, even bots made this, so may be removing the Goliath have the sense... That lower node almost never be captured by attackers due to its unimportance, and with tank spamming it is almost impossible.
The Goliath is for defense from foot-soldiers jumped out their fliers. However, bots likes to unlock the tank and leave it there, this may make funny ending of the match. I don't know why they do it, I tried do debug bots in the game, but can't understand why they change his mind to go to the node in the tank and leave it. I seen this issue on many other maps.
PS: BTW, I made special efforts to prevent spamming the lower node from base by turret. The good place for turret is between Raptor and the core, but first test game shown me that such placement made easy spam of the lower node, so I have to move the turret. But the Goliath is still may be used to destroy or spam the lower node, even bots made this, so may be removing the Goliath have the sense... That lower node almost never be captured by attackers due to its unimportance, and with tank spamming it is almost impossible.
-
- Posts: 75
- Joined: Sat 3. Mar 2012, 22:26
- Description: what is it?
Re: ONS-SlatedWorld remake
I have tried to fix glitchy player starts on the ONS-Tyrant-... (Link tank vesrion), but UnrealEd just crashed then I open the map. Can anyone open this map in the editor?
Re: ONS-SlatedWorld remake
I too have had no problems opening, editing or saving any of the Tyrant versions, the problem is likely on your end, Space. Only reason I haven't fixed this myself is because it wouldn't be worth it to get the players' hopes up through redownloading an apparently improved version only to find out it's exactly the same in every way they could see or guess; they'd likely deride and lambast the move and they'd be right too! In other words, the problematic playerstarts should simply be added to some as of yet unwritten TODO list of pending tweaks and stay there until an editor takes it upon themselves to actually give the map some time and attention by going through that whole list. Btw, the Renovation-V1 version should retake its place on CEONSS' roster; IMO there's no logical reason to be regressing back to inferior edits.
Edit: Back to the thread's title map, what's your opinion about the latest SlatedWorld edits, folks? Have they addressed problems you may've had with the previous, BigAl version?
Edit: Back to the thread's title map, what's your opinion about the latest SlatedWorld edits, folks? Have they addressed problems you may've had with the previous, BigAl version?
Eyes in the skies.

- Crusha K. Rool
- Posts: 119
- Joined: Mon 29. Aug 2011, 00:14
- Description: Coding Crocodile
- Location: Germany
- Contact:
Re: ONS-SlatedWorld remake
Wasn't the BigAl version the one that made use of the fantastic effects from DynamicWeather? Not sure if it dragged the performance down, but if that could be included, it would benefit the map a lot.
And I would think there is nothing wrong with increasing the fog distance a bit, since there is not that much geometry in the map anyway.
And I would think there is nothing wrong with increasing the fog distance a bit, since there is not that much geometry in the map anyway.
Re: ONS-SlatedWorld remake
What happened to that map? Suddenly disappeared? Lost into forum/server depths?
- laboRHEinz
- Administrator
- Posts: 1269
- Joined: Fri 4. Sep 2009, 14:28
- Description: Old Fart
- Location: Hamburg
Re: ONS-SlatedWorld remake
SpaceEngineer has spent a lot of time and efforts on his edit, mainly to remove the faulty player spawn point and the Railgun tank, which was / is able to take down most of the flyers by only one single shot. He also re-arranged the core areas i.e. their coverings. Unfortunately, however, the gameplay just got worse, somehow the vehicle balance was completely off and the slightly stronger team managed to get to the opponent base way too quickly, comebacks were almost impossible.