ONS-Ziggurat

Anything about UT2004 mapping, Uscripting & more
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Maniac
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Re: ONS-Ziggurat

Post by Maniac »

Aw crap! Ok, I'll move them back down when Cat is done with zoning...
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Dalyup!
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ONS-Ziggurat

Post by Dalyup! »

Pretty cool map overall, quite liked it. Seems more centred towards a lot of players (20+) rather than smaller teams. Anyway, some feedback:
  • Same feedback as Funky made regarding the jump pads. The map seems rather big and it takes a while to get to nodes so jump pads to the stairs or along long passages would be ideal. I don't think you should reduce the size of corridors or whatever as that may encourage spam.
  • That being said it seems very hitscan oriented. Not that many obstacles to dash behind in certain areas, specifically around the core and the bottom nodes. I think more obstacles on the map in general are needed.
  • Quite unclear how to get to nodes. Simple arrows or coloured lines along the walls to nodes may be helpful.
  • Entrance to underground areas isn't obvious. Adding torches at the entrance or something would be ideal.
  • The core seems very vulnerable from attacks from above, perhaps a small roof above it may prevent it from being abused. To illustrate what I mean:

    Image
    (alt link)

    If blue team had built number 4, they could get on the wall and start shooting with link or whatever at the core which would be difficult to counter easily considering how far away the nodes are.
  • Teleporters and relics may be worth a look.
  • Some shortcuts in the centre area may be good.
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Cat1981England
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Re: ONS-Ziggurat

Post by Cat1981England »

I've tried several different builds and that last edit still has the best performance. That would be the best one to work with :thumbup:
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Maniac
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Re: ONS-Ziggurat

Post by Maniac »

Do you mean the zoned edit you sent to me earlier? I'm going to remake it all myself anyway, I just needed a good example :) The theory on UDN/beyondunreal is OK, but some of more practical aspects of doing it are not so obvious for me yet.
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Cat1981England
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Re: ONS-Ziggurat

Post by Cat1981England »

Yeah the last edit gave the highest fps for me, and had it been played with 32p on the public server it should have made thing very easy for the server to decide what data needs to be sent to each client.

It's just common sense really. Keep building to your 16 scale, use the map features such as walls and towers to divide the map up into nice even'ish areas and try to build the zone-portal brushes to standard brushes and not go over, otherwise you can end up with bsp errors.
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Maniac
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Re: ONS-Ziggurat

Post by Maniac »

Here it goes again, beta 1
https://www.dropbox.com/s/gihzkpofp4itk ... 1.ut2?dl=0

Changes list:
- fixed floating flames/lights near the cores
- added 2 corridors on level 2 to avoid stairs
- added 2 more tombs exits from level 2
- changed link setup
- reduced middle node HP to 0.5 of usual amount
- added more direct fire obstacles on all levels
- added some relics
- added torchlights near tombs exits
- added some zoning
- added some jumppads

2Cat: I tried to copy your edition of outdoor zones, but it ended up with producing all kinds of BSP rendering bugs (I presume I made some errors with reproducing it), so I removed it. Could you please try placing the portals once again and testing it?

2Everyone: please download it and test it, I am out of new ideas, but I am not entirely sure about some parts of the maps in terms of gameplay. Feedback, feedback, feeedback! :wtf:
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GLoups!
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Re: ONS-Ziggurat

Post by GLoups! »

Something made that map way much better, mani :clap: , just a personal feeling, don't be afraid to scale the decoration or add somes, a little bit for make obstacles and somehow furnish, in a map like this static meshs/scaling/quantity aren't affect much performances, just a suggestion.
Sans titre 1.jpg
Sans titre 1.jpg (176.68 KiB) Viewed 9411 times
Ps: if collisions are bad i can fix them if you want.
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Cat1981England
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Re: ONS-Ziggurat

Post by Cat1981England »

Maniac wrote:2Cat: I tried to copy your edition of outdoor zones, but it ended up with producing all kinds of BSP rendering bugs (I presume I made some errors with reproducing it), so I removed it. Could you please try placing the portals once again and testing it?
Sure. I'll do it tomorrow :thumbup:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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Maniac
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Re: ONS-Ziggurat

Post by Maniac »

2Gloups! : thanks for bothering :) I have had an idea to use some big static meshes as obstacles, but I didn't like the result; Mesopotamian architecture is all about squares and triangles, and even round columns looked out of place here, so I had to use simple cubic ones, even knowing that they are not the best-looking columns out there.
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Cat1981England
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Re: ONS-Ziggurat

Post by Cat1981England »

Here you go Mani.

The map is quite a bit more complicated then last time, so it can't be done the same way. I'll have a play around over the next couple of days and let you know if I can come up with something more efficient.

Rebuilt with 15 cuts, 70 portals and RGB8.
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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