Space map idea

Anything about UT2004 mapping, Uscripting & more
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laboRHEinz
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Re: Space map idea

Post by laboRHEinz »

Nice map, really good work, SpaceEngineer! Will be funny to play, I guess.
Nevertheless, before adding it, there are some points to be worked on at first:

When using the Spacefighters as kamikaze-vehicles by leaving them shortly before they hit the target makes one an on foot player. Well, being a walker within the asteroid isn't much fun because you can't reach every location there. Thus, the asteroid should be made playable for pedestrians by adding jumppads, shield and health pickups. One should be able to reach every node within the asteroid on foot. Also, some jumppads to accelerate the walk-through should be added. As it is now, sometimes the only thing you can do is suiciding to get to a node and another flyer.

The Spacefighters weapon bugs on re-entering should be fixed.

Bots are not really capable of flying a Spacefighter, indeed. Could you somehow make the Spacefighters not accessible for bots then? To still let them have their flying toy to proceed to the next node, there better should be some alternate flyers which bots are able to handle, like Phoenix. So, replace at least one Spacefighter with a Phoenix and exclude the Spacefighters for bots?

Radarmap: The nodes around the cores are almost impossible to tell from each other. Could you re-arrange them in a better visible way on the radarmap?
SpaceEngineer
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Re: Space map idea

Post by SpaceEngineer »

Kamikaze damage radius was too large, I will reduce it to save exiting pilot. Every location in asteroid is acceseble, but it requires a bit long walking. I thought about jumppads or teleporters, but before overall geometry should be confirmed by several real players (moving hundreds of actors then geometry changed is hard). Also, maybe add some teleporters on the ships?
laboRHEinz wrote: The Spacefighters weapon bugs on re-entering should be fixed.
Which bug?
Spavefighter's missiles don't home on targets - this is known bug. I can simply replace them with Raptor's missiles, but I want save visuals and sounds.
Also, I think two types of spacefighters should have different weapon. Suggestions? Now their weapons is instant hit lasers + homing missies, this can be changed for one vehicle to relatively fast moving plasma balls and powerful laser ray (like Dragon have) or bunch of plasma balls (like Falcon)...

About bomber - may be reduce a redeemer missile damage? Now it is possible to destroy a node with one hit. Reducing the damage twice may make bomber attack more hard. Also, maybe add a passenger with some turret?

I can set spacefighter's weight for AI to zero, so bots will never take them. But they sometimes can fly though entire asteroid without crash :) Alternatively I can reduce spacefighter's impact destuction speed, so they will not crash so often, only at full speed or low health.

Radar map is hard to fix... Ships are very small comparing to overall map area, so two nodes in docking bays will always owerlap on the map. The only way is increase ships size and reduce asteroid size, but this mean remaking almost all in the map... However, link setup is simple and could be keeped in mind after few games. Just remember that the farther (from asteroid) dock is connected to engine room near the core and then to the core, and nearest dock is connected with bridge and cargo and then both of them connected to the core.

About bridge - I plan add Assault remote control turrets there, but them won't work in ONS (I should make my own script). Maybe these turrets will be useful?

Hmmm, still a lot of work...
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Pegasus
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Re: Space map idea

Post by Pegasus »

Hey SpaceEngy.

I've been considering offering input in this map's dev progress or not for a while and, truth be told, I still kinda am. It mostly has to do with seeing you placing progressively more and more pots on the stove at once: at first a map idea based largely on a visual/thematic concept (which is, admittedly, a cool one) and not as much a clear gameplay style/flow one, then doing the necessary resources' modeling yourself (btw, that comment about the 18k poly asteroid kinda got me wondering, "isn't 18k polys a bit too much for this old engine to handle?") and now you're also juggling balancing, testing and Uscript to mod your own custom vecs?
I get that you're an experienced coder and I totally respect that, but I still can't escape the feeling all this might be a bit too much even for you, considering you don't have that much experience with the game's tools (AFAIK at least, apologies if I'm wrong here). Without intending to get into details, a general piece of advice I think might be in order here would be, slow down a bit, break the development up to smaller, more manageable parts and take them one at a time. Make sure your map's fundamentals are sound, balanced and provide good gameplay first, tweak the aesthetics afterwards and use (more) standard content while you do all this (no spacefighters!). Do iterative versions and see what works and what doesn't. If, in the end, you have something that a big enough group believes is worth further expanding, then start messing around with extras like preexisting custom vecs or your own ones. First get it right, then make it nice ;).

It's obvious you have both talent and the drive to do new things here, it'd be a damn shame if you get burned out or bummed out because reception of the hurried project wasn't as good as expected. Hell knows, we need talented folks in this dieing game's community.

Anyway, just offering a thought here. Good luck and keep going!

Edit: Shit, almost forgot: you can adjust the node graph's size to better scale inside the map/radar's frame in the editor by going to the Level's settings and changing the corresponding variable in there to different figures (I think I used a value of "10000" for an edit I did).

Edit2: Quick reply box for CA_Black theme, woo \o/ !
Eyes in the skies.
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RottenToTheCore
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Re: Space map idea

Post by RottenToTheCore »

Your server is down or so @ Space, loading an eternity.

Second time now, so i can't test the map :/
Zon3r
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Re: Space map idea

Post by Zon3r »

RottenToTheCore wrote:Your server is down or so @ Space, loading an eternity.

Second time now, so i can't test the map :/
how about this link?
http://spaceengine.org/temp/ONS-Asteroi ... -beta2.zip
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SpaceEngineer
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Re: Space map idea

Post by SpaceEngineer »

Damn, my map developing come to a halt... I have too many other work now, maybe I finish next beta version within a month...
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