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Re: ONS-RangerSEMSU-Revision-beta1

Posted: Fri 3. Jan 2014, 20:30
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.

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sat 4. Jan 2014, 00:49
by GLoups!
Work in progress : new node setup + 2 nodes + vecs, not finish yet :greengrin:
new node.jpg
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Edit: link setup must me change, because of chock point a the center node.

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sat 4. Jan 2014, 01:44
by Astra{CZ}
it looks great ;)

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sat 4. Jan 2014, 13:23
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. ;)

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sat 4. Jan 2014, 15:51
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-)

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sat 4. Jan 2014, 20:12
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:

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Mon 6. Jan 2014, 00:00
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.

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Mon 6. Jan 2014, 00:45
by GLoups!
I think you are may be right Dayly and Eman :clap: , i propose this : they seems betters ...
link2.jpg
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link3.jpg
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link4.jpg
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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.

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Mon 6. Jan 2014, 00:59
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.

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Mon 6. Jan 2014, 01:29
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.