[Map] Ons-Syrma-

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Pegasus
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Re: [Map] Ons-Syrma-

Post by Pegasus »

Hey GLoups, saw you managed to breezily crank out not one, but two new Syrma edits (Edit: 3 now; damn!) while I've barely been able to keep up with UT affairs on my end; but it's okay, that's cool, man, it's not like it's a competition or anything, no one's jealous here, he growled through his half-gritted teeth. Seriously though, seeing you stick with it and still making all sorts of changes n' tweaks in order to improve gameflow, balance and playability around the map even more isn't just an inspiring sight that's pushing me to keep up with the feedback and to try helping you straighten out whatever remaining wrinkles there may be a point to fix with Syrma, but by a quick look around, this persistent drive over the past month looks like it's become infectious, and interest & involvement in more edits now seems to be spiking up all over the msg. board. What I'm saying is, by virtue of vibe alone, this project already seems to be doing good to the server before it's even been taken for a test drive - pretty nifty achievement in its own right, I'd say ;). Anyway, to cut all this waffling out now and turn to the more meaty issues, based on everything I looked at during a weekend review of RC2 (ugh, there's that dreaded "commercial software" pro terminology again, along with all its alluring promises of project finality, rearing its ugly head in a predominantly user-generated game's community, where most things tend to stay in a perpetual beta state; erm, sorry for the digression here, bit of a pet peeve of mine this :/), the map has made some pretty serious strides towards the mid-Tier 2 quality region, to borrow a term from content management parlance, and, in any case, seems to be in need of only a few and time-wise minor additional adjustments. Just like my first post in the last page, I think I'll go with bunching up the various suggestions in their relevant categories location-wise, and then in descending order of importance. Let's see what's what then...

Bases:
- First off, kudos on the cores' new positioning. While plopping them on a semi-raised pillar like that might seem like an indecisive half-measure to some, I think that having enough of 'em exposed above and also below ends up offering more room to attackers for different positioning choices, most crucial of which being the ability to pinch 'em with hitscans from afar, which can act as additional pressure/incentive for defenders to get out there and clear their neighbouring hills and skies of threats. One element of that redesign I'm not too clear on, though, is the hole's diameter, which ATM is wide enough for players to slip and fall through, even with the core's shield activated. Obviously, during late-game this would afford the dominant team a pretty convenient way to quickly avoid return fire from players spawning in and defending the area, and buy them quite a few extra seconds of "quality time" with the enemy core. While I don't know whether this was implemented intentionally, it's a design choice with some pretty clear-cut pros and cons in terms of matches' pace during late-game - the pros going mostly to the attackers - so I figured I might as well touch upon 'em here so you'll have an extra opinion on this just in case it wasn't. While preventing this would be as simple as re-enabling the energy field st.meshes' 3 collision blocking params (and, to be perfectly clear here, I'm not trying to imply this needs to be done), just like with everything else, you're the mapper so the final choice is up to you one way or another.
- The only other gameplay-affecting issue I have to raise has to do with some spawning decisions regarding the Perses; a vec that, I might add, after some testing, I've begun to think fits the medium-large, hilly outdoors character of this map pretty well. Still, I can't help but point out that placing it on a delayed 4min timer before it spawns seems like a pretty bizarre choice. Considering the vehicle is slow and lumbering as it is, and the map's terrain morphology features numerous hills that would also be delaying its advancement from one gameplay-significant area to the next, all making the trip from a base to someplace it can help likely last at least 30-40secs (and then again as long for each subsequent relocation), I just can't see the logic behind not offering it to players right from the start, even if you would wanna stick with the draconian 4min respawn timer for every subsequent vec (don't believe I can name even a single example from some other map where a vec factory is set to so high a respawn delay, and some are offering minos & krakens that are even bigger threats).
The other Perses spawn-related concern I wanted to voice has to do with the IMO counter-intuitive location of its factory. One common trait that most maps offering a levi [variant] near each base tend to exhibit is that they make sure to communicate the behemoth's availability to players in an immediately perceivable manner; ColdFusion, GunShop, Hustle, MagicIsle, RedPlanet, Stonehaven, Valarna-BadWolf, VolcanoHigh all abide by it. This helps because, especially with new custom maps, not everyone can be expected to have the luxury of getting the map to load and having sufficient time to fly their observer camera around, explore their bases' surroundings (even beyond its walls) and note where every useful team asset is located before the match starts. For the rest, spawning a few seconds into the round and hurrying to catch up to the action, a hasty glance around for the quickest remaining means of transportation is all the attentiveness a mapper should expect, so placing something that powerful and, thus, helpful out of sight beyond the coliseums' walls comes across like a self-defeating choice in light of the mapper's intention to give such a tool to players. There are a number of ways one could solve this, if so inclined. For one, the Perses could be moved inside the bases' walls, and the only change needed to make it fit through (one of) the gates would be to stretch the pair of arch st.meshes (myLevel.divers.porte1) by ~1.4x along the y-axis, and slightly readjust their positions. Alternatively, if avoiding abuse of the vec inside that area is a factoring priority (and, tbh, I was able to find plenty of ways to either waste it, do some nasty camping with it or just get it hopelessly stuck by the winding stairs and other places in short time), a better arrangement could still be achieved simply by moving the Perses' spawning base to a location where it''d be visible through one of the arches, most suitably the central one. Of course, the remaining problem then would be how far to place it so as to not obstruct the exit of other team vehicles from that gate and how to balance that against the possible risk its prospective users might be placed in from enemy fire during the late-game phase while trying to board it. Easy solutions to that would include either a longer arc jumppad from inside the base or a dedicated teleporter that could bring players right next to the vec in relatively more safety. Also, the vec itself would likely need to be dug in or be surrounded by more cover of any other kind in the case that it were moved farther away from the base since, in such a scenario, enemies would have an even easier time wrecking it while laying siege to the defenders' base before it even got a chance to be used. Long story short, there's a number of different ways that the Perses' spawning conditions can be improved, so I'll be curious to see which way you go with.
- Lastly, here's three minor aesthetic issues around the bases that can easily be adjusted for a more cohesive visual result. The first has to do with the gates' parallel walls st.meshes (myLevel.divers.pillier) that feature those odd and unfitting "trough" labels pointing in both ways - probably a holdover from the map/setting you originally got 'em from, but still easily fixable by navigating to their myLevel'd entry in UEd's Static Mesh browser and copying the asset's skin[0] to its skin[1]. The second visual glitch involves the rear painted/stained glass frames momentarily disappearing and reappearing when moving about some 3/4 of the way to the top of the rear winding stairs. Took me by surprise the first (few) time(s) I noticed it, so had to try n' replicate it again n' again just to be sure my laptop wasn't crapping out or anything, but it's consistent and it seems to be caused by the basement ceilings' texture having its Anti-Portal flag enabled (which, btw, a quick rmode 1 test showed wasn't achieving any kind of occlusion beyond those 2-3 st.meshes no matter where you'd move in that underground area, so no real benefit). I guess, when it comes to net performance gains around that area, it's either ZP sheets or nothing :/. Anywho, predictably, turning the A-P flags off fixed the popping in n' out issue. Lastly, and this one only concerns the SE base, the right flank raptor spawn needs its platform's st.mesh combo realigned, and the bender spawns' combo could stand to be raised a few UUs to hide the bigger part of that jutting power cable st.mesh protruding near their back too probably. No big deal in either case, but I just thought I'd point 'em out to get 'em sorted.

Primary nodes:
- That's a pretty interesting redesign concept you came up with for the distant primaries, J-P! It certainly provides way more room to fight around, and, compared to the old arrangement, the significantly longer total amount of exposed ledges makes it far more likely that duels will incorporate the z-axis too. For a bit I was worried that the platforms the cicadas spawn on could be camped by enemy phoenixes doing repeated alt-fire blasts and simultaneously damaging the node discs below as well as blocking ppl from coming up via both lifts due to the blasts' range, but it turns out the distances check out and that st.mesh is for all intents and purposes solid, so that's not an issue. The only questionable element around there I could point to would probably be the choice of having flame badgers spawn at the lower level, pretty much for the same reasons mentioned in previous discussions about its flying counterpart, the Draco. In a big and open outdoors environment such as this, where lines of sight between objectives' locations are long and uninterrupted and everyone can be expected to be equipped with avrils and some kinda hitscan weap, I can't help wonder how useful it will be for the average player to try n' hold their own in a vec like that.
- While I'm more curious about how the bunker primaries' upwards pushing ForcedDirVolumes will influence gameplay around those areas than outright negatively predisposed to the concept, I still can't shake the impression that their otherwise imperceptible nature could contribute to players interpreting that element as an obstruction rather than a mechanic. Perhaps some kinda visual cue could be included to act as a fair warning that some sort of unusual effect is at play right above the node, which players subsequently caught in it would then rightly attribute to the FDV without getting mad about the sudden shove. Considering what kinda solutions would be both theme-fitting but also not too heavy-handed and attention-drawing from the node itself to work here, the concentric energy rings emitters from maps like Lucid, 2ndRaceway-DW-SP1 and Colossus-NV-{gio} came to mind as appropriate enough - albeit after receiving some necessary adjustments, as the rings here wouldn't need to be of varying diameters (better to keep 'em the same) nor be generated at the same rate and speed (something slower, like ~3 at a time, seems more sensible). Not exactly a fatal map flaw we're discussing here, but just throwing it out there as an improvement idea.

Central area:
- First off, thanks for applying that slight size increase to the main n2 (Old House) house/barn structure; making more room available to players as well as including those boxes too should both make fights there more skill-based and interesting, and maybe even lead to fewer frustrations due to deaths owed to running out of maneuvering space.
- Relevant to n2, but also n6, I noticed that it's possible to sneak through the node-adjacent houses' top floor window and steal the health keg pickups inside without needing to use the teleporters just by dropping from the roof above and crouching. Much like the cores' holes discussed earlier, I dunno if this was intentional or not (although it's kinda fun to pull off ^^), but I thought I'd just let you know about it in case you want it patched.
- The current design of the south & north ruins secondaries (n4 & n8) seems to've reached a good balance between cover and exposure, and sports some interesting geometry to have some close(r) quarters duels in too. OTOH, the mid-west & mid-east ones (n3 & n7) strike me as far more open and harder to protect, but I'm assuming the reasoning behind that choice had to do with them being tertiaries/central objectives that also feature 3 connections to other nodes under the current node link setup, both making 'em valuable enough to justify the trouble of keeping 'em up. What will probably also help bridge that defensive gap are the ExtWildCardBases you've brought over from BBBv2K and placed near those two nodes. Main reason I'm making note of that is because of the varied options from all over the "tactical spectrum" the pickup pools you opted for can provide: from multi-purpose offensive (U.dmg) to area defensive (mines) to infiltration & stealth (invisibility) and beyond, there's a nuanced balance of offerings, each of which can help in different situations and get players thinking along different lines, that I couldn't help but appreciate. Treating the classic sniper as a neat gift in there too was also good thinking, since it can be a less conspicuous node-pinching aid that nobody else on the map will expect to be there. IMO this is the proper way to use the ECWBs, so kudos to you, sir, for doing just that :).
- Speaking of the current node link setup, I gotta ask, is the RC2 one expected to be final? If that's not necessarily the case and you're still entertaining ideas, allow me to offer a few suggestions below towards getting some good mileage out of the amount and location of the map's nodes:
* Include complete peripheral route connections. This will provide players looking to pursue the team's agenda without getting embroiled in any bigger central area conflicts with a viable strategic alternative, as well as give 'em a good incentive to explore the map's border beyond the bases' vicinity. After all, while nodes may represent their entire surrounding territories, players still tend to travel along existing node links when moving from one to the next. This isn't to say that the "full scenic route" is supposed to be some kinda unbreakable stipulation, of course; there's numerous successful maps that deliberately don't adhere to that mentality (VolcanoHigh comes to mind) and still work just fine; rather, a reminder that, unless there's a specific link setup design reason for not doing so, including those peripheral links would be a welcome courtesy to players.
* By virtue of their different geometric design and core proximity, primaries often naturally differ in how defensible they are. This disparity can be put to good use and/or compensated by a number of ways, such as giving the less defensible node (in this case the more distant one) more potent vehicles or placing some helpful asset or mobility convenience (teleporter, jumppad to someplace important) near 'em. Another common way to bestow more strategic value to a primary, and the one I think might best fit here, would be by giving it a higher number of connections, like you see with SlatedWorld or StarReach. Doing so for the distant primaries would also serve to alleviate some of the linear tug-of-war gameplay the current node link setup can be expected to deliver once a match moves past the fight for central nodes and into late-game stage (the bottleneck is owed to both primaries and secondaries having a degree of just 2).
* Have a link line that connects the midsection's nodes from end to end in some fashion or something equivalent. This will provide room for players looking to "change lanes" and so introduce more strategic breadth to their choices by providing a cursory cutoff possibility - inasmuch as stepladder link setups can support that (think ChainIsles). Of course, creating node isolation opportunities can go much further than that, but a "midsection belt" linking is common enough ground for many maps.
* Consider whether the nodes' relative locations and connections provide any room for "deep link" connections, as in ones that are longer than the average link's length for the map, like the case is with, say, MagicIsle's phoenix secondaries. Complimentary to the previous suggestion, this can add more strategic depth to players' choices, because the risk vs. reward calculations for attempting raids [deep] into enemy territory are substantially different to the more typical fare of teams spawning at battlefront-adjacent nodes and butting heads all around there until one side overpowers the other and the front is moved one node deeper in either direction. To successfully pull off a raid along a deep link players will need to communicate & coordinate better, as well have to rely on speed or stealth far more than in the usual combat situations. A big map that's more sparsely populated by nodes, like Panalesh, could be considered to feature deep links in a more natural manner too, I suppose.
* Lastly, one of the most predictable strategic calculations you can expect the more seasoned n' experienced ONS players to make as soon as they glance at a new map's link setup will be to identify the nodes with the highest number of connections (the aforementioned degree property) as the more valuable ones and, then, for them to plot a route that takes 'em through those nodes. It does make perfect sense from a player's PoV, but it can also lead to predictable and repetitive gameplay in the area between such hotspots on your map match after match, where ppl will keep on respawning, bringing all the heavy gear to and camping with (remember Battlefront?), and that's not exactly the ideal to aim for. For that reason, avoiding giving [central] nodes too high a degree unnecessarily - say, above 3 - might be the more sensible way to fashion a link setup so as to ensure a geographically more evenly distributed gameflow.
For illustrative purposes, after applying those points to a blank node link setup, this is the most interesting one I ended up with.

Overall errant issues:
- It seemed prevalent enough to make me decide to do a full census, and, by my count, out of the 42 weapon lockers on the map, only 14 offer the bio rifle, just 16 have miniguns, rocket launchers aren't available in more than 20, you can only get the flak rifle in 29 of them and there's no grenade launchers to be found at all. Moreover, the map has plenty of nodes and vecs in potential need of linking, but no weap.locker will offer more than 130 link ammo per pickup, so when you do stock up on one and proceed to build the adjacent node you end up left with something like 13 link ammo. All put together, the picture painted here seems to be one of unnecessary weap/ammo scarcity; many lockers, in fact, give as little as only half the arsenal when touched. IMO the map can afford to be more generous with its standard arsenal replenishments to players without even needing to worry about compromising its greater gameplay design. It wouldn't even take long to do too: just select all weap.lockers, set for them some group name in their properties, next copy them to the clipboard, paste that in a text editor, run a Replace All to change the group name to something slightly different, upgrade their loadouts - preferably in a more uniform fashion, like the template I linked to in my first post on the previous page - through quick c&p actions (just the weapons array lines need changing, nothing more), which shouldn't take more than a min or two, then paste the whole thing back in UEd, adjust for 32UU offset on each axis, select the old locker group from the Groups Browser and delete.
- The jumppads network seems pretty well-rounded at this point; if anything, with some being located right next to a few central nodes (or even placed on their geometry itself), I might even go as far as to say their number may've slightly exceeded the optimal count. Still, slightly erring on the side of pedestrian convenience isn't really of concern here. What I wanted to point out, instead, is the moderate visibility issue the JPs' emitters suffer from, something that's likely also exacerbated by the bright day sky being of similar colour to the particles. Instead of using multi-part emitter actors that on aggregate both make the map's filesize bigger and impact client-side performance, why not just use one component (as in, drop the arrows), but aim to make it a bit more striking/contrasting in terms of colour, direction and length so that peds can know from as early as mid-distance where exactly touching any JP will send them flying towards? For good implementations of that approach, you might wanna consider maps like Echo103, Ascendancy or ZeroImpact that, despite having it easier due to their darker sky/terrain combo, have bright and "beefy" enough particles streaming away from their JPs that make it almost impossible for players to misinterpret their important attributes. Not saying that using the exact same emitters here will automatically work, but with minor adjustments, I think the odds are you'll get something better, and lighter, than the current batch.
- For some reason, while you seem to've fed their weaponbases the correct attribute, the weapons they give to players end up being SSRs instead of ZSSRs. This is by no means a complaint, btw - more like the opposite. Between the size, openness and number of varied vehicles roaming around the map on one hand, and the fact that there's enough other standalone "superpower" pickups pedestrians can collect (from the same vicinity no less) that in conjunction can pretty much allow players to relive their Mutant gamemode memories without even the health draining drawbacks on the other, I think there's enough arguments from both perspectives - the users, as well as their potential victims - for why SSRs might not be a prudent item to include on top of everything else in Syrma. Under the current setup, the speed relics are bunched up between two jumppads right next to the hills where the SSRs spawn; why not unclutter that arrangement a bit by moving those to the elevated position instead and hit two birds with one stone?
- Lastly, while not a gameplay issue and not much of a priority either (i.e. something you could just as easily tackle in subsequent versions whenever the right kind of inspiration hits ya), speaking of hill pickups, I found myself often wondering whether their vicinities could use some additional, theme-fitting decorating instead of having them just lying around on their own atop various hills. Placing those pickups, say, in the shade of a nearby tree, inside some small abandoned shack, atop some stones or ruins st.meshes (or whatever you might come up with or borrow from other maps) would contribute to tying the map's theme together that much more, and likely also improve exploring players' experience in it.

Well, with all the notes I had for the map finally elaborated on, I think it's time to wrap up. Once again, sorry for the comically long delay of this review, GLoups, and I hope some of it can still help you further improve the map and bring it even closer to a hosting-ready state.
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Zon3r
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Re: [Map] Ons-Syrma-

Post by Zon3r »

i took a look on your map GL, and must say you are getting better and better in this. i can't really add anything to Pegs "summary" ( :) ) nice redesign. speed relic+jumpads: win win :D. the bots can go around the map just fine too. i ran into an interestin glitch that i could not reproduce even after trying several times. it was visible only around this location when getting low enough, and only while facing this direction. is this familiar to you, or my PC was having a stroke?

Image

and this is the view from above, only the edges are visible. if i turned a bit away from direction it disappeared

Image

Needless to say, looking forward to play it online, cause thats the real stresstest
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GLoups!
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Re: [Map] Ons-Syrma-

Post by GLoups! »

Foremost thanks you Pegasus for your wise ideas elsewhere there are a few points I'd like to point out .
-These ForcedDirVolume at the primarys nodes don't really have place to exist since the top of the shield is, after all, solid, and players can land and walk on it.
-I had already noticed by chance the jump from the roof through the window to enter the interior of the room and I find this as a good thing to keep .
-I'd like to keep the JumpPad's PointArrows, after all they are set to 5 max particles only but I agree with you that the display on a lap-top will be difficult :300 sprite-emitters just for the jumppads network, anyway the third in the arrays-Texture'EpicParticles.Beams.Streak02aw'- spawn 50 particles for a very small visual effect,can be removed (5000 particles), in this connection on the Local array there's a parameter DetailMode>DM-Low ,should this mean that the video-setting in the game affect this rendering?
-Concerning the holes near the Cores in the Bases I have not yet found the solution (But I will look for) the problem is if I return the collision running, the connection between the path-network and the cores is no longer valid and the bots may be stuck in the base .
-The Perses: the logic behind all this was that the map had not been designed to need to run the Persians, I saw him more as a super bonus that appears during the game to show his impressive device however I think I found a good solution to settle all the problems above-named by Peg, that I had already in my mind to try:This (And yes i'm already on the way ;) )
Vehicles teleporter.jpg
Vehicles teleporter.jpg (61.21 KiB) Viewed 12667 times
Something taking from Grit-Night, need now to know where to teleport it on the map.
Zon3r wrote:... i ran into an interestin glitch that i could not reproduce even after trying several times. it was visible only around this location when getting low enough, and only while facing this direction. is this familiar to you, or my PC was having a stroke?...
and this is the view from above, only the edges are visible. if i turned a bit away from direction it disappeared
In fact I've never seen such this thing, I'll see if I find a problem somewhere.
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Pegasus
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Re: [Map] Ons-Syrma-

Post by Pegasus »

As far as the visual glitch Zone3r mentioned goes, that's something I could neither replicate in live testing, nor even attribute to any specific actor/element placed in the map - BSP, sheet, volume or otherwise. I do recall an instance where a 3D, trapezoid-extruded AntiPortalActor buried under the central hill in a pre-release 2ndRaceway-DW-SP1 beta would cause everything in the live viewport to disappear when standing/moving above and along the "seam", which was solved by slightly reshaping/repositioning the APA, but I doubt even something as unusual as that could account for what's going on in these pics and with the angle n' orientation depicted there. Given the presence of other, non-placed emitters in that screenshot too, my best guess is that this is most likely owed to an isolated hardware or driver malfunction on Zon3r's machine (overheating?) rather than to something amiss with the map's placed actors.

Turning to GLoups' points now, I'm not exactly sure what the first response means in terms of the bunker primaries' FDVs being present in subsequent edits of the map. Should we expect them to be removed? Regarding the JPs' emitters now, I should probably point out that my previous suggestion about removing the PointArrows subobject emitters didn't have much to do with my current PC's abilities to sufficiently render them (same laptop has coped with every other map I've ever thrown at it quite adeptly). The reason why I think they could be dropped is because they're not so visible as to be helpful & informative enough beyond a short-range distance compared to the streaking particles subobjects, and, thus, just add to the rendering budget without much benefit, even if we're talking about a few particles per second (3-5). Also, trying to examine the third component of these emitters in the Particle Editor seems to consistently crash UEd too for some reason :/.
As to the cores' holes issue and the energy shield st.meshes that break pathing when their collision params get enabled (most likely owed to the nearest pathnodes being above ground, but the center of the cores being below and so high from the basements' ground as to exceed standard valid distance for pathnode linking), perhaps the alternative of a slim enough, ring-shaped blocking volume could do the trick and prevent players from falling through, if that's what you want. I believe MasterShower-V3-SP1 has a suitable enough arrangement like that in its showers' light fixtures (although it's an additive CSG, so you'd have to transplant its PolyList via text editor copy/paste to a blocking volume - sans the texture info), but you could always fashion a hollow cylinder to any specs you'd like quite easily from UEd's own build shape tools. Lastly, when it comes to the Perses, like I said previously, I think its slow speed and more conventional arsenal fit quite well with the map's character to the point of making it worthwhile to provide 'em to players from the start rather than considerably later, when both sides might not be as lucky as to afford the luxury of taking theirs for a spin around and seeing how it can help their agenda, but one side probably having to immediately try and use it to fend off attacks from multiple fronts instead as shorter matches progress towards late-game. Moreover, when it comes to mappers offering special vecs as gifts to players at a time (much) later than the round's beginning, the customary approach of doing so without unfairly disrupting gameplay usually involves placing 'em in a midsection node, most typically the central one. Vehicles spawning at cores being available to teams from the first second, especially custom ones like levi variants, has always been regarded as a kind of unwritten contract between players and mappers; disrupting such long-established expectations can come across as pretty jarring, is what I'm driving at. Oh, and btw, be prepared to hear about people screwing their teams over by managing to get their big rigs royally stuck in the most gob-smacking ways at those winding stairs from time to time, if you do decide to stick with the underground spawn idea. Cause, you know, even if you do place a vehicle teleporter right there in front of the spawn location, you can bet that at least one person is gonna take it as a challenge to raise the behemoth without using it :p.
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GLoups!
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Re: [Map] Ons-Syrma-

Post by GLoups! »

So here it is, the latest amendment in date, first the solution to the holes at the core was to add a flyingpath above it to make the link with pathing, well seen peg for the glitchs the with anti-portal misplaced, i don't notice that, i also replace the static-meshes with the "through" word on it by less complex walls (and make the sun more yellow :faceslap: ).
I keep the arrows and delete the third element on the jumppads emitters but I made them last longer,bigger,farther and flashy.
For the link-setup you were right, it keep the matchs beyond time, but yours had two default arising from one of the other, first In the central region i had the impression of disorientation and frustration When each time that a node is built another is destroyed (on all 4) which will induce IMO : Firsly i don't want to go in this country, secondly the much faster external road will never be cut so i've made a new linksetup containing fast exterior roads and a bit faster interior way.
For the perses now, the idea to put it in the center nodes confront the fact that it would be difficult to put one on one side and not on the other, so I leave it under the base with teleporter but with a glass wall to avoid promenades in the basement.
Of courses the FDVs at the primaries have been delete because i learn from my mistakes ;) (thanks peg) the quality of the attack of this node is less constrained .
Idem for the flamesbadger that i replace with a normal badger, on another subject, I will let you discover a small surprise on nodes 3 and 7 :mrgreen:
On the same way i replace weap.locker on the model that you have submitted on your post concerning Omaha-beach. :)
Last edited by GLoups! on Wed 13. Aug 2014, 14:20, edited 1 time in total.
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Pegasus
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Re: [Map] Ons-Syrma-

Post by Pegasus »

Anybody else having their UEd become considerably crash-prone whenever they load the RC3 version and start moving around or doing some kinda manipulating for more than a few minutes at a time? Worse yet, it seems to be consistently crashing for me whenever I try to get a play preview going without even outputting anything at the log I could use to troubleshoot what's causing this (UEd minimizes, log window appears, maybe a couple o' lines flash for an instant, then both just vanish) :/. It can be quite a hamper to reviewing efforts for more in-depth feedback having to rely mostly on just ingame observations in terms of functionality, and constantly copying any elements you're trying to place to the map because any action might crash it in the next minute. Apologies if this is coming across as me just whining here, but after spending nearly an hour on testing modifications and note-taking based on that with very little to show for it in the end, I can only describe what's going on as debilitating and it makes me wonder whether somewhere between RC2 and RC3 a (sizable?) number of elements was added to everything already placed in the map that pushed UEd beyond its breaking point, making the whole mix very volatile to anything beyond just looking at it. And, unless someone gets lucky with a wild guess (deleting all emitters, EWBCs or cores-adjacent st.meshes didn't pan out - reducing [Road]PathNodes maybe?), I don't see how anything could untangle this besides DIFFing the 2 versions, going back to RC2 and adding everything again step by step while testing for stability.

Anyway, just so this post won't be a total wash, here's the feedback I managed to scrounge up amid the dozens of UEd crashes and some ingame roaming around:

- Weap.lockers offer ample and sufficient arsenals.
- Core basements' Perses compartment & teleporter arrangement seem theme-fitting and workable enough. Love how the vec's factory is placed right underneath the grills above too :). Gotta remember to check/test whether those vec teleporters can be fitted with some kinda exit effect emitter, btw; right now they just plop a vehicle at the destination location out of the blue.
- SE base's (red, I believe) SE raptor spawn still has misaligned st.mesh combo.
- JPs' emitters are elegant and adequately visible in that bright yellowish orange colour to be informative enough from mid-distance; gj with that solution.
- Getting a little power mad there with all the EWCBs now, aren't ya, mr. GLoups :p? From a scant 6 to a much more spread out 15 now, I just hope server playtesting will validate that enthusiasm.
- Yeah, standard badgers indeed make more sense here.
- Dunno how it never occurred to me before, but I wonder whether performance (and maybe UEd stability too) could be improved a bit by merging together into simpler shapes those bunker primaries' barbed wire segmented physics volumes. All that actor presence checking every so often tends to pile on...
- Tunnels! Nice idea! A bit too bright and oddly lit in some edges/places near their middle is one thing that stuck out at me though, but after cross-checking with how Ahebban does its own, I think that's owed to using only st.meshes to shape 'em, which, for some reason, light sources above the terrain (and relevant ZoneInfo params too, probably) still manage to influence. Simple solution, which would also contribute to net optimization, would be to place some simple BSP (and APA) volumes around 'em. For the extra mile and as an APA alternative, once that's done you could place a ZP sheet at each end, which would create a separate zone for each tunnel from the rest of the world and allow you to place a fresh ZoneInfo actor in each one that wouldn't have the same ambient lighting values. If you opt for something like that though, do note that ZPs will create different zones only if they're touching BSPs on all ends; right now they would do nothing if placed near the end of those st.mesh sausages. Lastly, remember to rebuild geometry/lighting after such changes!
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GLoups!
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Re: [Map] Ons-Syrma-

Post by GLoups! »

I must say that i do not know why you have this crash, because on my side I've just pass a three hours to edit stuff on the map and I haven't any problem.
To try to understand I even try on my old PC (still AGP) and either not had any problems either, have you tried to look on the side of ut2004.ini (section memory usage) or driver settings.
I replace 24 the physics volumes by only four, for the caverns i change the uv2texture to make the interior darker, .
For the EWCBs it don't make so much adding, it's just that i distribute some of pickups they contains and make them spawning the Rospeed , i've delete one SSR, and just delete one shield pack,one Onspainter,two udamage but i confess that i add a Redeemer (one by cave) but alternate with a simple health pack and moving the ons-painter on the top of the mountain.
Of course, someone can try it in Ued to see if it make crash, it would be great.

link update with same name.

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Cat1981England
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Re: [Map] Ons-Syrma-

Post by Cat1981England »

Pegasus wrote:Anybody else having their UEd become considerably crash-prone whenever they load the RC3 version and start moving around or doing some kinda manipulating for more than a few minutes at a time? Worse yet, it seems to be consistently crashing for me whenever I try to get a play preview going without even outputting anything at the log I could use to troubleshoot what's causing this (UEd minimizes, log window appears, maybe a couple o' lines flash for an instant, then both just vanish) :/.
Nope, it's working fine here. Programs vanishing normally points to not enough ram in my experience. Are you on your laptop Peg?
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Pegasus
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Re: [Map] Ons-Syrma-

Post by Pegasus »

Yes, Boss, I'm on my laptop; the same laptop I've inspected 3 dozen other maps in UEd over the last 20 days on without any problem, and then another 5 since I brought up the consistent crashing issue in RC3. I wouldn't be wasting everyone's time here with such a report without first making sure I have at least some facts suggesting my PC is still operating properly through some preliminary diagnostics. Also, I'm running this on a 3GB RAM winXP machine whose memory consumption Process Explorer never showed to exceed 33-34% when UEd was loaded and 26% when not, GFX card is standalone too (ATI Radeon HD4650) and I believe it has its own 1GB share from the same 4GB stick, as per my notes from years ago when I got it. Lastly, in my UT2004.ini's Editor section, CacheSizeMegs has been set to a decent 256, but even bumping it up to 512 didn't make a difference with the realtime preview crashes. With all the above combined, I just don't see how this could be pinned on the laptop :/.

Anyway, I pursued the angle mentioned in yesterday's post earlier tonight and, after removing all FlyingPathNodes and rebuilding Paths, the map loaded up in preview play just fine. Good thing I got a positive result from that stab in the dark too, since GLoups went all exterminator on the previous versions' links (might've needed to use the more reliable RC2 for comparisons). Point being, path nodes network may be a bit overdone in RC3.
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Cat1981England
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Re: [Map] Ons-Syrma-

Post by Cat1981England »

It was just a thought. Glad you got it sorted.
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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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