Oh hey, GLoups released a new version on Monday! Oh shit, can't find the time to properly look at it and take down notes 'till late Saturday :/. Sigh. Anywho, first off, props on continuing to work towards improving this, GLoups; shows you really care to deliver something good for ppl to play with instead of firing off a single release, giving up and moving on to something else so big ups there

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Now then, although no list of all the changes between versions has been supplied here (something to keep in mind for the future perhaps

?), I think the ones pertaining to the more fundamental design issues I mentioned in the last post aren't too many to keep track of and quickly go over here. In broad strokes then, simplifying the design of the ruins nodes and spreading some of the non-primary objectives more towards the periphery should both help improve gameflow and movement from one area to the next. The jumppads transit system you added will likely also contribute to pedestrians rejoining the action after losing their vecs (or heading out on foot) much sooner and, therefore, is a pretty good idea. Lastly, there was some improvement in the cores' and proximal primaries' design by removing the surrounding covers in the former's case and shrinking the shield cover in the latter's. OTOH, the degree to which these objectives are covered and amount of maneuvers they necessitate before an attacker can begin damaging them without remaining unreasonably exposed in both instances still has me reserved about how easy it will be for those nodes to change hands, or for matches to manage to end within regulation time, for that matter. To my mind, forgoing the basements and moving the cores topside is probably the most meaningful way you can help matches along, but, in the end, I'm just offering thoughts and feedback here; this is your map, so the final decision is yours to make. Also, talking about the rest of my previous comments on other aspects of the map which didn't see any change (e.g. volumes & BSP's complexity, improving the map's character), I'd say those still apply too.
At any rate, regarding the major stuff, we'll see how things turn out in live play tests sooner or later, I suppose, and we'll be able to discuss 'em further after that, but since I'm getting the impression that the overall design is getting locked into place with each new version, I think it's time to move on and go down the list of various "post-beta" issues I've kept in mind to point out for awhile now, many of which could help improve the map on a smaller scale, but still in useful and practical ways. So, let's get to 'em.
Bases:
- Observing the AA firepower on offer by the map's vehicle loadout (3 HellHoundss plus a KingHH
per side for a total of 5 + 2 for the team controlling most of the map), I'm guessing that, just like me, at some point you began thinking that offering Falcons at cores might be a bit too much for a map of this size and lacking in any other of the usual kinds of OP vecs (minos, bios, krakens, etc.), and you tried to compensate for it through those custom benders. Still, this is pretty much a textbook case of the escalating arms race spiral, and, given how the vast majority of the flyers in this map are of the stock variety, I can't help worry that those will be the ones paying the gameplay price of all this by getting 1-shot in their raptors again n' again :/. The alternative I'd recommend here would simply be to remove the Falcon, or if you still want to have a custom flyer in that UltVecFactory's vec pool, to use something less powerful, like a Phoenix that only has 250hp and accelerates similarly to a raptor. Only saying this because, next to OP flyers and tanks, the HHs' beams are one of the most persistent annoyances you can find in maps featuring custom vecs (by far worse than the Railgun tanks too, considering their turrets' lack of upward aiming limits).
- The other custom vec whose use I'd call into question is that EuScorpius thing. This was honestly the first time I've ever run into it after hunting for and checking out a shedload of custom ONS content (vecs, weaps, other scripts and mechanics, etc.) for years, and even after trying it out, I still had to go through its script before I could understand what all about it was different from a stock scorp. In case anyone's wondering, essentially, the only changes made are that it has ~4 times the scorp's ground speed (4000 vs 940) with the accel and gears ratios slightly tweaked to accomodate, and it features built-in air control; that last one's not much of a bonus when maps that include it are hosted on servers like CEONSS that already have the stunt mutator enabled as a standard too, so eh. Oh, I forgot: for some reason, it won't eject drivers when flipped upside-down too, but I'm struggling to call that a plus. So I guess this thing exists, but the main Q here still is, why use it? If it's to get players a bit faster to the nodes, they're not exactly that far away, and the jumppads you added do a lot more to help with that IMO too. Additionally, the map's quite anomalous terrain seems more liable to send that thing flying in all kinds of directions the driver didn't intend for it to go toward instead of being conducive to its use, thereby reducing the impression it'll leave on players even more than the fact that it looks and fights just like a scorpion. Tbh, I don't expect the EuScorpius to get much use in online matches, and instead, I'd propose swapping it with the more trustworthy and distinctly different EONS Scorpion that, I think, already resonates with many folks' tastes regarding its toolset (decent speed, but also has a boost for quick jolts, EM balls seek mantas and are better against peds up to mid-distance, and the kamikazi feature helps against bigger armoured enemies).
- I realize that the antigrav PhysicsVolumes right above the cores were placed to block enemies going straight through, but, contrary to other, more established, ways of achieving that same result (say, a simple st.mesh grate), this method doesn't just offer the chance to have some
silly fun with the team's land vecs placed there, but also has the unfortunate side-effect of force-exiting pilots from their flyers when they move in and not allowing 'em to reenter until the vec has been pushed outside the volume with repeated shock core shots or whatever. Moreover, since the volume extends below the ground level too, there's also the possibility for enemies to employ even more bizarre attempts at stealth while attacking, such as getting atop the core and jumping up, which will then bump their heads to the force field's rim above and let them float around while remaining relatively unseen (poor lighting there doesn't help defenders either). At a minimum I'd recommend significantly reducing those PVs' height, if not considering outright replacing 'em with something more typical that gets you the same result.
- There's two visual glitches in the base areas: the frame that the EuScorpius spawns on flickers (easily fixed by deleting the 2 duplicate st.meshes), and there's some flickering also going on with the big grills' st.mesh borders, always at their 2 NW corners (I think that's the myLevel.Base.mur4). Since the problem seems to be built into the asset itself, a simple fix would be to just drop 'em and recreate the geometry with an additive and a subtractive BSP, and applying the same texture.
Distant primaries:
- Relative to the node's disc & shield, it seems like the size of the hole between the 2 floors is holding the design back from delivering the gameplay potential the area has. If you consider, for example, the geometric arrangement of areas like Urban's cores, Icarus' lower central node, TwinFang's proximal primaries or Alien2's central node, IMO the common factor that allows for fun duels to happen around the adjacent objectives is that the vertical lines of sight are quite broad and uninhibited so players can target each other with enough room/variety - hitscans, splash damage attacks or anything else. Here, although the bunker is big enough along the E-W direction, that little hole in the middle is all the room that enemies on different elevations are allowed to use to thread their shots through, and the result may well be that the playstyle around that node often devolves to blind fire (shombos, lobbing flak shards) and waiting for the other person to drop or ride the lift to their level first so they can win through ambush (that's me trying to avoid calling it camping, btw). I feel that a bigger degree of freedom there would help things along, and you could get that not just by altering the BSP (hell, most of the top floor could be comprised of st.mesh catwalks just as easily), but by optimizing the area in other ways too, such as by having a lift (or jumppad) at either side instead of a bigger one near the middle, where players are more liable to step on it and ride it up by accident. I mean, hell, since the invisibility pickups were removed and those boxes don't provide as significant a role as they did before, maybe the rearrangement could see them reduced in numbers and moved more towards the back n' center of the lower level as one way to free up space and put some more distance between the useful mechanics and the people using 'em while fighting.
Additionally, examining camping potential can be viewed through the vecs' perspective too. Since the doors are big enough, I think we can safely assume that ppl will try to drive in and park all kinds of smaller, wheeled rides to help retain control of the area, from scorpions to badgers and beyond (even raptors fit through!). In that sense, perhaps the doors' frames could stand to be shrunk down a bit in order to ensure that fighting taking place in there will be more of the pedestrian variety and not as much a cheapened camping affair. Given the reduced lines of sight across them, btw, I believe the doors themselves could be removed altogether without risking that becoming a disadvantage to the node's defenders (think garage nodes in Battlefront & OmahaBeach that play out well enough without needing doors). Axing the 6 pairs of doors will also save on server resources, as proximity checks for any nearby actors are done per tick.
- The purpose of the big trench area right outside the bunker's lower entrances being enclosed so that wheeled vehicles falling in can't drive out (well, without abusing the stunt mutator, anyway) also eludes me. Wouldn't facilitate the game's pace more if, say, instead of vertical walls, the eastern and western sides of it were inclined terrain that the vecs could drive on (center-facing sides could still remain undriveably steep to retain the original design's intent too). More to the point, instead of having the single, overly complex BSP shape both the bunker and the trench, wouldn't it be simpler to limit it to just the bunker and get the same result outside of it through terrain manipulation? Just a thought there...
- Of the top floor's windows, only the secondary-proximal one provides a long-range line of sight for attackers to "pinch" the node with a hitscan weapon; I retreated as far away as the fog would allow, but the windows closer to the cores still didn't provide a clear shot. Was that intentional? If not, making the windows slightly taller could afford attackers a slightly better chance at putting pressure on the defenders inside.
- On the visual side of things, all sliding doors seem to have some kinda realism issue when sliding open, either by being visible through the walls (top ones) or by partly obstructing the nearby windows (lower ones). Implementing the previous suggestion about narrowing the door frames a bit (and shrinking the movers down in the same axis accordingly) should solve that. Alternatively, you could try just making the top doors a bit thinner and the bottom, node-proximal movers retract a bit less or something.
- Lighting inside the bunker is still poor. While the mural/poster in there doesn't exactly fit the theme (:p), I could barely make it out because of the lack of any light source inside. Admittedly, in the YT vid you posted things seem a bit less dark, but that might have something to do with YT's own code tweaking the image as the raw video was being encoded - wouldn't be the first time we've
observed that either.
- Moving the invisibility pickups to more neutral territories was a good idea, but the U.dmg pickups right outside the bunker, I feel, are part of an overall problematic trend that I'll address later on in the list in whole.
Peds' transit system:
- As I alluded to previously, jumppad transit systems are a great method of getting peds back into action in large maps; well, short of expecting them to suicide and respawn somewhere with vecs anyway. Still, when it comes to specific and commonplace features in maps like jumppads, teleporters, pickup bases and other things, it helps when mappers try to maintain some consistency in their visual/design language. Simply put, it's best that all jumppads use the same st.mesh and accompanying visual effect across the map, and the same goes for the other aforementioned objects. In this map's case, both through players' own experience and through your previously established example, ppl knew what to expect the jumppads to look like (there's one right outside the distant primaries), but now you're introducing a visually different base with a translucent puff emanating from its top. I think it'd be best to just pick one st.mesh of the two (sg_Mechammodispenser and AmmoChargerMesh) and apply it across all the map's jumppads for the players' convenience and quicker communicating of their nature. You may also want to consider adding/changing any existing emitters on top of your jumppads to the more informative, directional ones as well, considering there are places where multiple jumppads are nearby and it's not easy to tell which way they'll send you flying. If you do decide to add those, make sure you grab a rather lengthy one that has its bDirectional property enabled (say, from the latest MasterShower version) so you can quickly duplicate and reorient them with the rotation tool as you need instead of having to calibrate the emitters through UEd's wonky Emitter Editor by hand each time

. Lastly on this topic, those bigger jumppads & relic pickupbase combo platforms come off as particularly confusing from afar too. You can only tell there's jumppads when you get close (the texture pretty much obscures 'em) and it's even harder to tell there's a special pickup in the middle of that whole doodad unless you're right up to it - again a matter of visual design needing some untangling IMO. Why not just split those across their numerous constituent parts and keep things more understandable instead?
- The map attempts to improve pedestrians' movement experience not just through fast vecs and the jumppads system, but also through offering Relics - specifically 3 Relic of Haste pickups. Although after the latest changes it could be argued that there's little need for still having them, I
can see the argument for keeping them around - say, their usefulness during fighting or dodging mantas. Still, at around 140 classes, 3 dozen textures and a dozen sound clips in total, the entire XRelics package does come at a cost in terms of extra filesize, so might I suggest using the standalone RoH from BiggerBeerBattle-V2-K instead, since it's far more lightweight, uses the proper texture for its pickup (instead of the '?') and displays the relic's icon in the proper place on the HUD (rather than on top of the clock)?
Edit: hmm, I see you've replaced the invisibility pickups with their relic counterparts now too. IMO the standalone invisi pickups are better in that they don't last forever and allow their user to remain cloaked while firing too, so they're much more fun when grabbed, but it's up to you how you choose to handle the map's resources budget.
Misc stuff from all over the map:
- As I said above, good job simplifying the ruins secondaries and spreading the nodes a bit more apart, GLoups; I'm confident the map will play much better because of it. Of the nodes that remain near the center, however, and are the most likely to bring out your map's character, I think the one that can most easily be improved for the most gain is the node inside the dilapidated barn, "old house node" is the name. Basically, I think it's a fine environment to fight in, but it feels too cramped, and for no real reason either since there's not much around it that necessitates it being that way. I was toying with that thought for awhile and then decided to open UEd and try making those st.meshes a bit bigger, see how it'd affect gameplay. After a few tests, I think that enlarging it by a factor of 1.4-1.5 in the X and Y axes would offer players fighting inside there a bit more breathing room without making the whole thing too big and, thus, vehicle dominated (
here's a
couple o' pics I snapped of it in V2 while the minigun turret was still there).
- Standard weapon lockers force players to throw their weapons when they're almost out of ammo if they want to get the full amount when they replenish, but that problem's been solved with Wulff's CustomWeaponLocker class that's already prevalent among dozens of maps. I'd highly recommend replacing the map's lockers with the CSLs and, to use a previously named map, you can find them in BBB-V2-K. Mass upgrading would be as simple as selecting all WLs in UEd, copying, pasting inside a text editor like Notepad, doing a simple word substitution (all instances of "WeaponLocker" changed to "CustomWeaponLocker"), copying again and pasting back to UEd; you can also cut the original WLs to avoid having to use different groups, but you'd have to do the final positional adjustment by hand unless you used some reference point or actor.
- On top of the previous point, normalizing the lockers' weaps/ammo across the various nodes would also be prudent (a recommendation for the typical loadout that WLs are expected to deliver can be found
here, btw). Bio, grenade launcher, rockets, minigun, and some kinda sniper are part of plenty of people's usual arsenal; no point hampering their playstyle without reason. Mines, OTOH, I'd recommend being much more judicious about offering, especially via weapon lockers.
- Some of the superweapons on offer seem like overkill - the Nuke Layer to some extent (spawning so close to a node too!), but certainly the Nuclear Strike Painter would probably be the ultimate trolling device around late-game and in the middle of the defenders' base. Hell, it's not even a guess at this point; someone's already gone and
illustrated just that, probably with ample joy. Maybe tone the goodies down a bit by offering something a bit less over the top? Most of the other content in the map, whether stock or custom, seems pretty balanced right now, so these stick out like a sore thumb.
- Parallel to the previous point, and as briefly mentioned before, many of the map's special gifts seem to've been place a bit too close to non-primary nodes, thereby making it a pretty generous gesture towards the team controlling them and disadvantaging the attackers: U.dmgs, Ions right next to primaries, Nuke Layers, Mega Shield Packs, etc. Why not spread more of that stuff in less important locations and encourage exploration through that instead of ample chances for quick and painful node takedowns within a few secs? As an example of what I'm point towards, placing those teleporters at the bottom of the lakes was a pretty nifty idea, gameplay-wise. Perhaps a few of those barren high hills could have a reason making 'em worth visiting.
- Speaking of goodies up on high hills (get your minds off the gutter plz

), are those two 9sec ioncannonkillvolumes really necessary anymore? I mean, nobody's getting killed by such a timer, so they're just there consuming server resources looking for target pawns per tick in vain. Personally, I'd advise removing 'em.
General aesthetics:
- I'd advise doing another visual pass to look for and fix the numerous instances of jagged terrain around the map, especially around hills; for a little bit of smoothing work, I believe it can go a long way towards improving the impression the map will leave on people.
- While their surroundings conform to a more contemporary theme (concrete, industrial, whatever you wanna call it), the elevators themselves seem to've been lifted straight out of some nightmarish medieval environment, and unavoidably clash with the visuals of everything around 'em. Might I recommend trying out some st.mesh that's bit more fitting?
- Can't rightly put my finger on it, but there seems to be something slightly off about the skybox's emitter: I'm not sure it's completely aligned with the painted sun behind it, and the corona/glow seems a bit too big, while the bright spot in the middle a bit too small. Or maybe it's just me. Anyway, just nitpicking here.
- The skybox's bottom texture is visible from within the playable area. You can easily fix that by creating a new ConstantColor inside any myLevel group and setting its colour to be the same as that of your outdoors zone's fog; that seems to be the way the stock and early/ECE maps I examined are doing it.
- That moon is freaking me out, man! Dunno if it's the colour highlights at its edges or its size, but does it really need to be there

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- If I'm interpreting it correctly, it seems you were trying to fix your NewWeaponBases' misaligned textures, and, for what it's worth, your instinct to try changing something about their skins was right too; it's just that the right answer is to delete (or clear) both skins instead of trying to add a second one. You can do that for all 8 in one swoop too: select one > select all > F4 > Display > Skins > clear both.
- Dunno if it's new in the later versions or if I failed to notice it in the original one, but either way, kudos on putting together the material sequence for your level's screenshot too - gotta love the dedication and meticulousness going on here

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- Put your name in the level's LevelSummary>Author field, man! It's your own original map, you deserve that!
- Syrma is a pretty memorable name for a map as it is, but I think that roman numeral for the year at the end kinda spoils its uniqueness, and it's largely unnecessary too; why not just simplify it to the shorter ONS-Syrma-v* instead?
Phew, think I've finally covered everything. Hope you've found some of that useful for further improving your map, GLoups, and keep up the good work! If I had one parting tip to give, it'd be what I said at the top: keep a .txt changelog and/or TODO list combo so that you can collect your thoughts and don't forget any good ideas whenever one hits you! Oh, and to have fun mapping, of course

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