ONS-Shipdock feedback
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Shipdock feedback
Part of the problem with this map is that the cores are quite hard to attack. So the idea was because the bio tank is vulnerable in the main hall, players would be encouraged to rush down the passageways and attack rather then camp up top with the bio tank. It was precisely because of it's short range primary fire that it was chosen. On the old version there was a normal tank and people would sit at the top of that passage and dominate.
If we are to replace the bio tank any ideas what with, one of those flak gun hellbenders maybe, or does everyone think it should be removed altogether?
What about if we replaced the flame badger at 7/9 with a raptor and replaced one of the hover badgers with a flame badger?
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I think we're getting close to the point when we're ready for another edit. I'll leave it another few days and then make the changes based on what everyone has said so far, unless someone else wants to jump on the editor? We can then post the edit here, get further feedback, and hopefully work to a final and generally accepted version that could go on the server in say, a fortnights time.
If we are to replace the bio tank any ideas what with, one of those flak gun hellbenders maybe, or does everyone think it should be removed altogether?
What about if we replaced the flame badger at 7/9 with a raptor and replaced one of the hover badgers with a flame badger?
---------------
I think we're getting close to the point when we're ready for another edit. I'll leave it another few days and then make the changes based on what everyone has said so far, unless someone else wants to jump on the editor? We can then post the edit here, get further feedback, and hopefully work to a final and generally accepted version that could go on the server in say, a fortnights time.
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.
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.
Re: ONS-Shipdock feedback
I think the raptor would be pretty much useless on this map, not much space to maneuver around and it would be shot down by a badger cannon or stationary turrets in few secs(there is always someone in the turrets
). Biotank would be okay if there would be no campers. it should be removed, or replaced by howerbadgers, they are better out here than at the core(then again it can be used to continuously spam the core area, but since thats not ok by rules, then maybe it would work out ). howerbadgers at the core, hm.. replaced by flame badgers? It's hard to think with the head of 32 players


Re: ONS-Shipdock feedback
I like the idea of that flak gun hellbender. Those can be pretty useful on this map, still making those nodes important but it can't be used to camp at the exit of the passageways or destroy the core in seconds.
Re: ONS-Shipdock feedback
I think there is no problem with the BioTank. Given the fact that with a well aimed shot with the Flamebadger's cannon can take out a BioTank single handedly (those balls may fall onto the tank and eat away its hp).
I'm a bit against the idea of replacing the BioTanks with Hellbenders. The map has too many narrow corridors and the Hellbender's shock combo chain is rather deadly.
Raptor wouldn't have much use on this map.
I'm a bit against the idea of replacing the BioTanks with Hellbenders. The map has too many narrow corridors and the Hellbender's shock combo chain is rather deadly.
Raptor wouldn't have much use on this map.
- -FuNkY-MoNk-UK-
- Posts: 654
- Joined: Wed 27. Nov 2013, 01:08
Re: ONS-Shipdock feedback
Awesome stuff everyone, there's some interesting ideas here.
I liked this map before the edit and even more so after, great work Ten
The new vehicles are a good addition to the map, all are unique and serve a purpose, but Daly has a good point on the Paladin, it engourages camping, but then again players have the choice to move forward and it can be really usefull on this map, for defence and offense, should stay IMO. Replacing the Bio tank with a flak Hellbender makes sense and could work nicely.
Great work making the redeemer more accessible to players, it was tricky to get it prior the edit. You had to shield dodge to pick it up on foot, so now every player has a chance to get it, much better
The OMFG is a beast and i can understand why it was removed. Before the edit and with some communication a whole team could get that thing, so it's best left out or by player demand added again with a respawn timer and maybe a lower ammo count.
In the right hands the hover badger is deadly, there so agile, but i wouldn't be bothered if they stay and wouldn't miss them if they were removed
. If players want it replaced with something i suggest a simple Hellbender or another manta (the hover badger at the core).
The water doesn't deal a lot of damage i have often seen players kill them self's because it takes time to die
. I think the toxic water should stay how it is, same with the nuke. I remember having underwater battles with people, heck even a manta
. Good fun.
The added jumpads were a must, they make it quicker to get from the core to a node and saves time around the map when losing. Nice addition
I liked this map before the edit and even more so after, great work Ten

The new vehicles are a good addition to the map, all are unique and serve a purpose, but Daly has a good point on the Paladin, it engourages camping, but then again players have the choice to move forward and it can be really usefull on this map, for defence and offense, should stay IMO. Replacing the Bio tank with a flak Hellbender makes sense and could work nicely.
Great work making the redeemer more accessible to players, it was tricky to get it prior the edit. You had to shield dodge to pick it up on foot, so now every player has a chance to get it, much better

The OMFG is a beast and i can understand why it was removed. Before the edit and with some communication a whole team could get that thing, so it's best left out or by player demand added again with a respawn timer and maybe a lower ammo count.
In the right hands the hover badger is deadly, there so agile, but i wouldn't be bothered if they stay and wouldn't miss them if they were removed


Swapping the hover badger with the flame badger would work. As Zoner said a raptor is very vulnerable on this map, Maybe the shock combo raptor would work better (can't remember the name), it has more health and can be useful in tight places.What about if we replaced the flame badger at 7/9 with a raptor and replaced one of the hover badgers with a flame badger?
The water doesn't deal a lot of damage i have often seen players kill them self's because it takes time to die


The added jumpads were a must, they make it quicker to get from the core to a node and saves time around the map when losing. Nice addition

- Karma_geddon
- Posts: 234
- Joined: Tue 13. Aug 2013, 18:33
- Description: from Italy
Re: ONS-Shipdock feedback
I totally agree with Pet on these points.[P]etya wrote:I think there is no problem with the BioTank. Given the fact that with a well aimed shot with the Flamebadger's cannon can take out a BioTank single handedly (those balls may fall onto the tank and eat away its hp).
I'm a bit against the idea of replacing the BioTanks with Hellbenders. The map has too many narrow corridors and the Hellbender's shock combo chain is rather deadly.
Raptor wouldn't have much use on this map.
You can find me on fb here, if you want: https://www.facebook.com/paolo.davolio.3
- Droopy_Bollocks
- Posts: 165
- Joined: Sun 8. Dec 2013, 22:21
- Description: Gets the job done quietly
Re: ONS-Shipdock feedback
Yep, sounds like Daly & Peg have got it right, keep a specific thread for feedback for specific maps (Shipdock in this case) gotta be the most logical way of doing things.
Putting my own oar in, I actually quite like the map but the last edit introduced vehicles that seemed really out of place imo.
Hover badger, Bio tank and Paladin make no sense tbh, too much spam now, a Pheonix would be fun in that enclosed space (also gives another way to get the deemer)
The plus points are the updated upper centre node and deemer layout, much more fun to be attacking / defending from four directions.
No problem with the flame badger, fun to arse about with but no horrendously difficult to nail if gets in your way.
It's never going to be a classic map but it's quite enjoyable on a full server and it gets very frantic.
As for bottom-of-water goodies, jump boots are fun, maybe an SSR on a long delay ala a redeemer?
DB
Putting my own oar in, I actually quite like the map but the last edit introduced vehicles that seemed really out of place imo.
Hover badger, Bio tank and Paladin make no sense tbh, too much spam now, a Pheonix would be fun in that enclosed space (also gives another way to get the deemer)
The plus points are the updated upper centre node and deemer layout, much more fun to be attacking / defending from four directions.
No problem with the flame badger, fun to arse about with but no horrendously difficult to nail if gets in your way.
It's never going to be a classic map but it's quite enjoyable on a full server and it gets very frantic.
As for bottom-of-water goodies, jump boots are fun, maybe an SSR on a long delay ala a redeemer?
DB
Don't bother asking - I won't answer.
Silence is a virtue, not a weakness
Silence is a virtue, not a weakness
Re: ONS-Shipdock feedback
In hindsight, a raptor would indeed probably useless on this map due to the amount of anti-air (turrets everywhere) and the lack of room. Perhaps another manta would be better, or honestly any vehicle that doesn't have excessive and/or quick splash damage. The tightness of the map, that is being that it mostly consists of narrow corridors or closed-in node areas, means that it is far too trivial to kill someone with splash damage due to the lack of room to maneuver or objects to hide behind.
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Shipdock feedback
Ok, here you go chaps.
ONS-{ROW}Shipdock2aSP1
Obviously not every change suggested here has been made, as the old saying goes - a camel is a horse designed by committee, but I've tried to use the general consensus while keeping UT's rock, paper, scissors philosophy. There's also been a few issues mentioned on the server which I've also tried to address.
----------------------
Vehicles
* The hover badgers have been removed and replaced with a single standard badger at each base.
* Removed the Spider Scorpions from 3/4.
* Moved Paladins to 3/4
* Moved Bio-Tanks to 6/8
Design Changes
* Enlarged the main room's 2 side passages.
* Placed walkways above side passages.
* Enlarged upper walkways which run parallel to the ships.
* Moved the bunkers at 3/4 to overhang the water and increase the amount of room.
* Add ut3 jumpboots @ 5 jumps x 1000 Jump strength (in the water under the sub).
* Add team specific teleporters which take you to the ships (also under sub).
Minor Changes
* Replaced turrets at bases with two miniguns.
* Replaced turrets with miniguns in main room.
* Water damage lowed from 5hp per second to 4hp.
* Changed fencing around main room.
* Moved the teleporters and the boxes they are in so they're more obvious to find.
* Removed jumpads from 3/4. Players now have to use the boxes to get to the minigun and the newly placed lighting gun.
* Added extra junk just for looks.
Map Enhancements
* Replaced weapon lockers with custom weapon lockers.
* Included OnslaughtSpecials2_RNH so you can now see a nodes health in your radar image.
Bug Fixes
* Ramps replaced with single large brush ramp. Vehicles were catching on the static meshes.
* The platform under the ramps next to the two ships have been replaced with single brush (visual bug).
* Changed Textures in 6/8 rooms (visual bug).
* Placed blocking volumes on some static meshes to stop vehicles going through them.
* Fixed one or two things such as floating boxes.
* Adjusted bot paths where necessary.
---------------------
I'm hoping that we can put this on the server a week Sunday, so if everyone could take a look and then post feedback please and thank you. We need to see how the map plays and whether the vehicles, size changes etc all balance each other out before it goes on. Also keep an eye out for any bugs.
ONS-{ROW}Shipdock2aSP1
Obviously not every change suggested here has been made, as the old saying goes - a camel is a horse designed by committee, but I've tried to use the general consensus while keeping UT's rock, paper, scissors philosophy. There's also been a few issues mentioned on the server which I've also tried to address.
----------------------
Vehicles
* The hover badgers have been removed and replaced with a single standard badger at each base.
* Removed the Spider Scorpions from 3/4.
* Moved Paladins to 3/4
* Moved Bio-Tanks to 6/8
Design Changes
* Enlarged the main room's 2 side passages.
* Placed walkways above side passages.
* Enlarged upper walkways which run parallel to the ships.
* Moved the bunkers at 3/4 to overhang the water and increase the amount of room.
* Add ut3 jumpboots @ 5 jumps x 1000 Jump strength (in the water under the sub).
* Add team specific teleporters which take you to the ships (also under sub).
Minor Changes
* Replaced turrets at bases with two miniguns.
* Replaced turrets with miniguns in main room.
* Water damage lowed from 5hp per second to 4hp.
* Changed fencing around main room.
* Moved the teleporters and the boxes they are in so they're more obvious to find.
* Removed jumpads from 3/4. Players now have to use the boxes to get to the minigun and the newly placed lighting gun.
* Added extra junk just for looks.
Map Enhancements
* Replaced weapon lockers with custom weapon lockers.
* Included OnslaughtSpecials2_RNH so you can now see a nodes health in your radar image.
Bug Fixes
* Ramps replaced with single large brush ramp. Vehicles were catching on the static meshes.
* The platform under the ramps next to the two ships have been replaced with single brush (visual bug).
* Changed Textures in 6/8 rooms (visual bug).
* Placed blocking volumes on some static meshes to stop vehicles going through them.
* Fixed one or two things such as floating boxes.
* Adjusted bot paths where necessary.
---------------------
I'm hoping that we can put this on the server a week Sunday, so if everyone could take a look and then post feedback please and thank you. We need to see how the map plays and whether the vehicles, size changes etc all balance each other out before it goes on. Also keep an eye out for any bugs.
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.
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.
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Shipdock feedback
First couple of very small bugs
The bulkhead light at 5 too low, it's not touching the ceiling.
Node 1 is still dark, need to turn the ambientglow up.

The bulkhead light at 5 too low, it's not touching the ceiling.
Node 1 is still dark, need to turn the ambientglow up.
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.
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.