ONS-Rail

Anything about UT2004 mapping, Uscripting & more
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Crusha K. Rool
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Re: ONS-Rail

Post by Crusha K. Rool »

You can see the texture tiling on those unlit borders between the concrete and the grass. Should fix that if you want to keep the meshes removed.
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Maniac
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Description: Ain't no rest for the wicked
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Re: ONS-Rail

Post by Maniac »

Thanks for the great work!
Jumppads near box piles and lowering the pipes are really nice ideas.
Also, now even bots can do a comeback here - can't wait to play it with human beings.
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Cat1981England
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Re: ONS-Rail

Post by Cat1981England »

Thanks for the feedback :thumbup:
Steinein wrote:I'm a little bit worried about the speed relic, it might be a bit too over powered, since the map is pretty small and with the boots you can go all over the place. It drops when you die and since the map is pretty open, I'm pretty sure another person will pick it up most of the times. And since the respawn time of the relic didn't seem too long (didn't count), there might be serveral of those things going round in the map at some point.
Relic removed and replaced with the DD from the top of the central building.
Other than that, only thing that might be nice to change is the walls of the base barrack. It's a bit too open I think. Especially the front one on the side of 2 and 8 (see image). You can shoot the core from a long distance outside the barrack when you're on that side. Can't really defend the node because of that. Think it might be better to close that one, or make it smaller so you can't shoot like the image.
Cores are now smaller and the door has been removed.
Ps. who's wanted dead or alive and is born in 1973 :lol:
I don't know tbh. I presume the posters are the original map creators :dunnosoz:
Crusha K. Rool wrote:You can see the texture tiling on those unlit borders between the concrete and the grass. Should fix that if you want to keep the meshes removed.
That's odd, the kerb stones haven't been removed. I've changed the texture to something more like dirt and un-checked unlit. Is anyone else having this problem? It should look like this,
kerbstones.png
kerbstones.png (512 KiB) Viewed 10425 times
Maniac wrote:can't wait to play it with human beings.
If there's no more feedback in the mean time I think we can put it on tomorrow for a proper test.
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Steinein
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Re: ONS-Rail

Post by Steinein »

Crusha K. Rool wrote:
You can see the texture tiling on those unlit borders between the concrete and the grass. Should fix that if you want to keep the meshes removed.
That's odd, the kerb stones haven't been removed. I've changed the texture to something more like dirt and un-checked unlit. Is anyone else having this problem? It should look like this,
If you guys are talking about the weird border line between concrete and grass on my picture. It's very odd indeed, I didn't even notice it.
I checked it again today, and it does not seem to happen when I play in full screen mode (then it just looks like you're picture, Cat). When I play in windowed mode, it seems to flicker whilst I walk, between the texture on my picture, and the texture on your picture. Also when i for example shoot a rocket on the ground, leaving a black mark on the concrete, it disappears when I walk and see the bugged texture, and it reappears when I see the correct picture. I tried to put it in a demo, but the demo didn't show any flickering at all, just the right texture. So most probably, it's just a graphic bug on my side, I got an old graphic card which isn't supported anymore by AMD, so I can't install the newest AMD drivers. (Sapphire VAPOR-X HD 4870 2GB).
It does only happen in this part of the map though, couldn't find any weird graphical bugs anywhere else whilst in windowed mode, nor does this happen to me in other maps (I don't play in windowed mode that often though), so not sure what's going on here.

Stein
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Cat1981England
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Re: ONS-Rail

Post by Cat1981England »

Thanks Stein. I've tried to reproduce it but I can't, so I think you're right, it's just a driver bug or something. Other then set the cull distance on them, they haven't been touched.

Unless anyone says anything about them on the server I think it's save to ignore.
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-Rail

Post by Maniac »

Played on it today, two issues found:
- core is too close to wall, part of shield is visible outside when core is shielded (at least one core is)
- center is still a manslaughter. Maybe remove on-surface exits to central building and allow access to node 1 only through tunnels (and maybe make a hole in the roof)?
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Cat1981England
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Re: ONS-Rail

Post by Cat1981England »

Thanks Mani. I've already started the final edit and have moved the cores into the room slightly as well as a few other small fixes such as missing SM and texture alignments. If you do see anything please let me know.

I'm still really unsure about the centre node. Sometimes the play is nicely spread all over the map, other times it becomes, as you say, manslaughter. I don't know whether it's the link setup, the openness of the central building or simply the fact that there's a lot of easy frags there so people just spam that area and ignore the nodes :dunnosoz: I'll have to watch a few more matches to see what's-what as you would have thought that having a lot of players occupied at that central node would leave the rest of the map open for teams to take the side nodes and get behind them.

The good news is that the performance is a lot better and teams seem to be able to win, or at least heavily damage the opposition's core, before over time. I think we've very close now.
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-Rail

Post by Maniac »

You can contact Zon3r about center node, he said it isn't right - so maybe he can give some advices. For what i've seen when spectating the match: now, with s wide central building, there are 2 chokepoints on both sides of it and central node is very easily accessible from both. So, any smallest activity at this node is very visible, as well as the node itself.
On the other hand, now the node room with node itself can be lowered underground or lifted to its previous height to give an alternate path. Or maybe put walls near doors so building can't be shot through from door to door?
I also thought about linking diagonal nodes 1-to-1, skipping the central one, but it greatly hits tactical planning and requires a good coordination and reaction on the defending side in case when prime node is taken.
Also, the tunnels are used rarely and mostly by sneakers. What about putting some accelerator (like in Ranger tunnels) or horizontal jumppads to both sides somewhere in first sections of tunnels?
There are good news, too: almost in every match I watched there were indeed core hits before overtime; the prime-center-prime line was used couple of times just as planned (it was quickly disrupted in both cases, but I blame players here - it was totally possible to hold it); the left and right sides were taken mostly asymmetrical.
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Cat1981England
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Re: ONS-Rail

Post by Cat1981England »

Yeah, perhaps some sliding doors with a normal doorway in them like you get at garages and workshops. We could even hollow out the two dark brown buildings either side to lessen the choke points. Hmm....*opens the editor*....
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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Cat1981England
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Re: ONS-Rail

Post by Cat1981England »

Rail-Beta-4a/b

Some bug fixes, further tweaks, two new rooms by nodes 5-7 and two side passages running between nodes 4-7 and 5-6.

Version 4a has the nodes 4, 5, 6 and 7 in the same place and on 4b they are undercover inside buildings.

I've watched a few games now and the map seems to be playing very well. I can't help but get the feeling that the choke point around the centre node is down to the way some people play rather the map, so personally think version 4a should go on with the extra passages. None the less, version 4b is there for people to consider if they disagree.
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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