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Re: ONS-Shipdock feedback

Posted: Sat 16. Aug 2014, 00:15
by [P]etya
I had a quick look at it and found a glitch:
At the Blue Core you can go behind the glass into the water, while you can't at the Red Core. It seems to be a meaningless thing, but in certain situations it can be bad if a projectile goes through the glass instead of exploding when it contacted the surface of the glass.

As for the jumpboots: I don't really think they will be useful. Going into the health draining water to get a jump boot which can be used for 5 big jumps doesn't seem too beneficial for me. If it were some sort of useful relic (Relic of Guns for example). It would worth more.

I don't really support the employment of miniguns. They aren't locked in ONS and everybody can capture them. If somebody manages to infiltrate one node and capture the Minigun, the enemy will have a minigun shooting their back.

These are my thoughts for now.

Re: ONS-Shipdock feedback

Posted: Sun 17. Aug 2014, 01:26
by Steinein
Hey Cat,

Nice work on the editing.
I like your choice of putting the Bio Tank at node 6 & 8, there are less narrow spaces down there, making the bio tank more vulnerable.
I don't know how the Paladins will do at node 3 & 5, will have to play it on the server to see the effect of that, but my guess is that they are fine over there.

I came across a little bug (see attachment), there is no blocking volume around those silo things (both sides) near the gate entrance to node 6 & 8.

About the minigun turrets: I don't see a problem with them, they are not as easy to reach as before because the jump pads are removed. So infiltrating them behind enemy lines won't be that easy. Besides it can create some interesting moments when people are up there, adds a little more strategy to the map.

Maybe add a vehicle to nodes 4 & 6 though? Was thinking of a minigun scorpion, but since there are already so many minigun turrents now that might be a little bit overkill.
Just a manta over there maybe? Or a normal scorpion?

Stein

Re: ONS-Shipdock feedback

Posted: Sun 17. Aug 2014, 10:58
by Zon3r
Biotanks are in a place where they are pretty much useless i think, but we'll see.
i do like the elevated platforms on the sides in the middle, giving a little more space, and the enemy nodes are attackable, without getting spammed to death in one sec
the "left" jumppads on both sides are sending you head first into that platform/bridge/catwalk(one of them these is good, sort it out) since you made it wider :D . you end up around where the shockball is

Image

Re: ONS-Shipdock feedback

Posted: Sun 17. Aug 2014, 11:44
by [P]etya
The BioTank's position is good as in the new version. BioTank has good maneuverability and it can turn even if the place is rather limited. whereas the Paladin cannot.

Re: ONS-Shipdock feedback

Posted: Tue 9. Sep 2014, 21:47
by Cat1981England
Ok ONS-Shipdock2aSP1 is now on the server. A big thank you to everyone for your bug feedback, ideas and suggestions. An extra big thank you goes to Ten for all his work on this map and for this final edit :clap:

Enjoy :cheers:

Re: ONS-Shipdock feedback

Posted: Wed 10. Sep 2014, 23:13
by -FuNkY-MoNk-UK-
Final edit is nice :thumbup:. I wasn't expecting the wider pathways in the center part along with the walkways on the side, but it gives more space/options and works really well, good thinking :thumbup: . I enjoyed my match last night and is a improvement from the original.


Great work Ten.