[Map] Ons-Syrma-

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Pegasus
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Re: [Map] Ons-Syrma-

Post by Pegasus »

Cat1981England wrote:It was just a thought. Glad you got it sorted.
Thought, shmought, I won't hear it! You made unbecoming insinuations about my laptop and it's my duty to defend its good honour; I demand satisfaction, sir. I challenge you to a duel! Lightning guns at dawn atop the Torlan tower! Witnesses of your own accord.


Then again, this thing's got a full qwerty & separate numpad, but not being able to twist the keyb relative to the screen can make it pretty straining after a while, and the armrest height & distance differences have also never exactly made it any easier properly getting into skillful UT action with it, not to mention the occasional overheating issues and...

Erm, you know what, never mind. I mean, it was just a thought, right? I'll forgive you this one time, but do count your blessings!

Crappy laptop...


*Ahem.*
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Cat1981England
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Re: [Map] Ons-Syrma-

Post by Cat1981England »

Oh I won't hear anything bad said against laptops. :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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GLoups!
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Re: [Map] Ons-Syrma-

Post by GLoups! »

:rofl: , so i've just optimise pathing, deleting too closes (50) flying path nodes (..gotta to know how peg's machine will behave.. :yougit: ), in the meantime i have to fix these bad driver's bots who don't want to get the vehicles out of the bases and elsewhere, i optimize a little by adding two new antiportal well placed and add exits emitters for vehicle teleporter, replace the two ionpainters by portableionpainters -

And the new name is ... i don't have betters ideas anymore.

Download RC4
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Pegasus
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Re: [Map] Ons-Syrma-

Post by Pegasus »

Sorry for the delayed response again, vacation keeps getting in the way of following progress here.

So I tried the RC4 in UEd and I'm afraid I'm not having any better luck with it in terms of play previews automatically and consistently making both windows disappear almost as soon as I press the button. It's gotten me curious enough to want to keep one of those RCs around even if this stops happening in subsequent edits on my laptop just to check its behaviour against that on my desktop PC back at home when I return. Seeing as Cat's (and presumably yours too) own experience indicate this likely isn't a global issue, maybe it can be narrowed down to one or a combo of few factors (contiguous RAM is one possible culprit on my mind right now) and that knowledge can be made more public to later help others dealing with the same problem. Still, all that's of a later, more "academic" concern and won't help get this map through its final steps toward a release version, so for the foreseeable future I propose we just sidestep the whole path network-related crashing discussion and focus on ironing out the map's remaining few kinks instead. To get back to that now, here's the few notes I could still put together.

- Think I neglected to mention it in previous posts, but good job on the node link setup you came up with, J-P - better than the one I cooked up too, I might add :thumbup:. it combines a standard layout (peripheral lines plus midsection) with a couple o' added quadrilateral "subnetworks" (9-3-4-10 and 5-7-8-1 more prominently) that add to the value of non-midsection central nodes (n3 and n7) and thus make it worth for players to include 'em in their strategic planning instead of just caring about the midsection objectives. What also makes this design effective IMO is that no node immediately stands out as the obvious "victory lynchpin" point to focus on grabbing and controlling, but that strategic value is more "decentralized" and distributed instead, all because none of 'em have more than 3 connections. A nice example of a simple design limitation imposed on oneself contributing to better gameplay instead of curbing it (think chiptune music in the 8-bit/16-bit console era). Anyway, 'nuff theoretical waffling 'bout that now, methinks.
- Took me awhile, but a few days ago I finally took the map for an offline spin and had myself a match with 15 bots. After 2 rounds of pretty open play where both cores got exposed and attacked, I gotta say the map can deliver some quite fun gameplay. Other than the issue of bots abandoning vecs - numerous mantas would be piled up there mostly - by the bases' gates, likely because the RPNs on either side of the gates aren't perfectly centered, which you've already identified yourself and can easily be fixed, their overall behaviour seemed reasonable enough and even helpful. Particularly bots in the Perses would become quite a devious and considerable threat around the map's center, which was a surprise for a raptor aficionado such as myself and further bolsters my impression of how well the vec fits in the map. Notwithstanding a minor usability issue I identified regarding how representative the targeting info conveyed to SPMA turret users can sometimes [not] be (something also present in the UT3-style SPMA and probably best discussed in the vec's own thread instead), I gotta give kudos to Wormbo for the bot logic he added to the vec, as well as those damned AA missiles whose business end I gazed up close a few more times than I'd have liked to :).
- Another bug I came across during the aforementioned offline match that you seem to've fixed in RC4 as well had to do with the collision-less beams running parallel to the spawning cicadas at the distant primaries. Speaking of those nodes, and as a more general observation too, it occurred to me that, out of the 12 objective locations on the map, players can find a flyer spawning in 10 of those, for a total of 14 flyers. Considering the many useful land vecs available, as well as the quite thorough jumppad transit system also included, I can't help wonder whether offering flyers to almost half a full playing crowd's amount of people might be a bit too much and work against the design intent behind the addition of the previously mentioned land-based or ped-oriented elements. Offering 2 flyers per core seems reasonable given the number of players concurrently spawning there at the beginning of matches, but IMO the distant primaries could stand to lose their raptors without much impact to the overall gameflow as they're closer to the midsection. Lastly, the choice to have badgers spawning inside the lower level rather than outside could potentially predispose players to camp that interior instead of driving the vec to a location that would better serve their team's defensive needs for the entire area against oncoming threats from the nearby core, so perhaps moving them outside those walls might be an improvement here.
- Lastly, to address a couple of visual/aesthetic issues, some of the rocks near the bunker primaries' pillbox exits could stand to be a bit rotated/moved in order to close gaps between them and the structure visible when standing at those exits. Also, when I mentioned the addition of a vec teleporter exit-time emitter in my last (serious) post, I was more considering the option of adding one in the class's code that would be dynamically created and destroyed during a teleporting event and would then be propagated to subsequent maps, and less thinking about a permanently placed one at the exit location ...but you know what, this solution looks cool too :).


Alright, I think that's everything there was to bring up about the RC3-RC4 transition. In fact, seeing how you're already on top of most of those issues, as well as the BSP/APA/ZP construction work around the tunnels (wear a hard hat!), it's starting to look like the map is now approaching the quality asymptote its overall design and layout can deliver, with a release version not being too far away now. Looking back to when GLoups' original mapping project was first announced on June 19th, and after the dozens of tweaks, improvements and optimizations Syrma has had added to it since, it may just be feasible to see a release version on its 2 month anniversary/milestone in the next few days. And even if that doesn't pan out, I'll certainly be anticipating it whenever it's ready anyway. As for running out of ideas for the release version's name, well, the nomenclature used up till now had more of an internal coordination purpose to it, so to borrow from a typical practice when a dev cycle ends, it could just get collapsed to the project's name sans the suffixes. ONS-Syrma sounds fine to me, and it always leaves room for subsequent versions and SPs later on too :).
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Re: [Map] Ons-Syrma-

Post by GLoups! »

Pegasus wrote:Sorry for the delayed response again, vacation keeps getting in the way of following progress here.
Do not worry I am also on vacation until next week, I take this opportunity to take the time to check the latest imperfections.
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GLoups!
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Re: [Map] Ons-Syrma-

Post by GLoups! »

I think to have check all this time, so i revoke 2 mantas and 2 Raptors, the changes are essentially aesthetic aspects and refinement of ambient sounds and fews fix here and here (path,etc..).

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Re: [Map] Ons-Syrma-

Post by Pegasus »

Hey GLoups, sorry for keeping you waiting for a response yet again, but the past week proved to be a bit too busy for a few of us in the management team to get into any proper roster update discussions.

Anyway, with that last edit, I'd say the map seems to've reached a solid enough point to be worth taking for an online spin on the server. And because it's already been a long enough wait, instead of prolonging it even further, I thought I'd just ask if you wouldn't mind me fixing this last remaining niggle before uploading the map to the server. Everything else would remain absolutely the same, naturally. Of course this is still your work, so if you're not cool with that, I'd understand and we can always just go with the last edit you posted; no pressure, is what I'm saying. Either way, shoot us a quick reply about what you'd prefer whenever you can so we'll know what to upload to the server. And, once again, kudos for all the hard work, of course :).


PS: As a conclusion to the UEd ingame preview crash saga that probably no one cares about, it turns out the RC4 edit does exhibit the same problematic behaviour on both my laptop, as well as my home desktop which has the same OS and RAM configuration, but an older GeForce 8800GT card with 512MB of physically separate VRAM instead :/. Ah well, at least the last edit works fine on both again (thanks for that), so it's a mystery I won't be too miffed to see remain unsolved.
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Re: [Map] Ons-Syrma-

Post by GLoups! »

No problem i can fix that this week-end more than an huge deformation in the terrain that I have seen that after stroke.
Pegasus wrote:... Ah well, at least the last edit works fine on both again...
I don't know, I fiddle with so many things that can't be seen visually, that I do not remember very much , after all, if it work better ... Ah wait, there was a bsp hole under the ground that I repair shortly, may be?
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Re: [Map] Ons-Syrma-

Post by GLoups! »

It is a done deal, I have just reupload the map on the last link.
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Re: [Map] Ons-Syrma-

Post by Pegasus »

Got it. I'm getting a "Paths need to be rebuilt" warning in UEd's error checking list box, probably related to you moving the raptor's navigation point and not rebuilding paths. Happened that way for me too when I was testing stuff to see if anything would crash my UEd and I did a quick fix of that raptor st.mesh base. It took about 6-7mins on my PC for the paths to rebuild, but, depending on how big the adjusted distance is, if it's not done, the bots might have a problem getting into the flyer and could just be standing around instead, so it may be the more prudent course of action to do the rebuild. Edit: actually, never mind, did an offline test and bots seem to be able to get into that raptor just fine. Unless any other pathing-related actors were relocated even more drastically, this shouldn't create any problems and can likely be ignored.

Anyway, all that's left to check is whether that st.mesh tweak was the only change you did. If there's nothing else to look into, we can get back to scheduling the roster update for the next available opportunity. Thanks for the quick response, J-P :).
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