ONS-Ranger-SP2

Anything about UT2004 mapping, Uscripting & more
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-FuNkY-MoNk-UK-
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Joined: Wed 27. Nov 2013, 01:08

Re: ONS-RangerSEMSU-Revision-beta1

Post by -FuNkY-MoNk-UK- »

I actually enjoyed my time playing this map :). I think it could benefit from 2 more nodes and also the ion painter is kind of useless, i picked it up and most of the nodes are covered up so you can't actually destroy some nodes with it, replace with a deemer me thinks :). Some mantas and rapors would be nice aswell.
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GLoups!
Posts: 574
Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: ONS-RangerSEMSU-Revision-beta1

Post by GLoups! »

Work in progress : new node setup + 2 nodes + vecs, not finish yet :greengrin:
new node.jpg
new node.jpg (255.21 KiB) Viewed 12648 times
Edit: link setup must me change, because of chock point a the center node.
Last edited by GLoups! on Sat 4. Jan 2014, 09:58, edited 1 time in total.
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Astra{CZ}
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Joined: Mon 18. Nov 2013, 20:57
Description: everyone is crazy

Re: ONS-RangerSEMSU-Revision-beta1

Post by Astra{CZ} »

it looks great ;)

The world is beautiful, just people are idi☆ts.
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Kentaro
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Joined: Sun 27. Oct 2013, 13:45
Description: Wasp driver Mapper/ONS player

Re: ONS-RangerSEMSU-Revision-beta1

Post by Kentaro »

Yeah, it looks nice.
If you need, i can send you ONS-Halloween, where i made a kind of umbrella for nodes with wood static meshes. It could fit the natural theme of your map. ;)
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GLoups!
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Joined: Fri 3. Feb 2012, 17:57
Description: Just play for fun.
Location: Fr

Re: ONS-RangerSEMSU-Revision-beta1

Post by GLoups! »

New link setup : two way to the central node, two way to the base, and the possibility to cut links, change painter by deemer
Kenta, I wonder about the fact to protect nodes 1 and 3 which are on the path that passes through the center where it riks having the hardest battles.
You may send me your file, i'll got to watch it 8-)
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Link setup.jpg
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EmanReleipS
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Location: Germany

Re: ONS-RangerSEMSU-Revision-beta1

Post by EmanReleipS »

I find the link setup a bit confusing, but I can't come up with anything better... ;)

Did you include Avrils in the weapon lockers?

Also: You work really fast, Wormy! :thumbup:
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Dalyup!
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Joined: Mon 25. Nov 2013, 22:46
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Re: ONS-RangerSEMSU-Revision-beta1

Post by Dalyup! »

I echo that sentiment: the link setup seems messy. I think it would be worth trying regardless to see how it plays, although I think that primary nodes 1 and 3 may turn into boring siege affairs unless there's fast vehicles for both sides. Also, it seems right now that too much hinges on the middle node as practically every nodes leads directly or indirectly through it. May cause a bottleneck.
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GLoups!
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Re: ONS-RangerSEMSU-Revision-beta1

Post by GLoups! »

I think you are may be right Dayly and Eman :clap: , i propose this : they seems betters ...
link2.jpg
link2.jpg (234.82 KiB) Viewed 12586 times
link3.jpg
link3.jpg (246.98 KiB) Viewed 12586 times
link4.jpg
link4.jpg (244.76 KiB) Viewed 12586 times
there's so many combinaisons.

And sure Eman Avril are return in the weapons lockers, which is more better :wave: and a lots a vehicules.
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Dalyup!
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Re: ONS-RangerSEMSU-Revision-beta1

Post by Dalyup! »

I like the last option the best: a number of paths to choose from and quite a few link separations/neutralisations/appropriate-word-I-cannot-think-of.
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EmanReleipS
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Re: ONS-RangerSEMSU-Revision-beta1

Post by EmanReleipS »

Dalyup! wrote:I like the last option the best: a number of paths to choose from and quite a few link separations/neutralisations/appropriate-word-I-cannot-think-of.
Cut-off possibilities?

I think I like the third one best, too, and for the same reason as Dally. Plus, it spreads the action over a larger area of the map instead of keeping it mostly to the center of the map.
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