Alright, your latest edit is online as of now. You're right, GLoups!, it's too hard to judge an asymmetric map's balance offline. So, let's see how it plays online and wait for further feedback.
I'm crossing fingers though there's no performance issues so far although I've encountered some fps-drops while offline testing...
ONS-Ranger-SP2
- laboRHEinz
- Administrator
- Posts: 1269
- Joined: Fri 4. Sep 2009, 14:28
- Description: Old Fart
- Location: Hamburg
- laboRHEinz
- Administrator
- Posts: 1269
- Joined: Fri 4. Sep 2009, 14:28
- Description: Old Fart
- Location: Hamburg
Re: ONS-RangerSEMSU-revision
Well, its first play wasn't exactly encouraging:
Still, let's have it for a week and then see...Re: ONS-RangerSEMSU-revision
Yep i was there: the node link setup is pretty umplayable, 1 and 3 are the weak link,not to have be primarys.
sorry for that inconvenience.
sorry for that inconvenience.
Last edited by GLoups! on Sun 26. Jan 2014, 09:20, edited 1 time in total.
- laboRHEinz
- Administrator
- Posts: 1269
- Joined: Fri 4. Sep 2009, 14:28
- Description: Old Fart
- Location: Hamburg
Re: ONS-RangerSEMSU-revision-1a
You just changed the nodes' link setup, didn't you? No need to upload the whole map once again then, there's another way to change links while still using the same map file. You'll notice the map's name is now tagged with a '*' 

Re: ONS-RangerSEMSU-revision-1a
Ok : it seems that the map is finished too fast, I'll go to edit it to fix some points :
-Access to the primarys from the base.
-node one and three a little easy to take.
-too many raptors.
-Access to the primarys from the base.
-node one and three a little easy to take.
-too many raptors.
Re: ONS-RangerSEMSU-revision-2
Here is, I have correct quite a lot of errors, add jumpads, modify nodes ...
http://www.mediafire.com/download/d0mdk ... sion-2.rar
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-RangerSEMSU-revision-2
Just played this map for the first time and I've got to say - great work GL
There was only 12 of us on and I would imagine that the gameplay would be completely different with a full server, for better or worse I don't know, but with 12 it was superb. Control of the map went back and forth between the two team 3 times, lots of DM duelling, never short of a vehicle. Simply a lot of fun.
Hopefully it will be voted in tonight when there's 32 people playing and we can see how it plays then.

There was only 12 of us on and I would imagine that the gameplay would be completely different with a full server, for better or worse I don't know, but with 12 it was superb. Control of the map went back and forth between the two team 3 times, lots of DM duelling, never short of a vehicle. Simply a lot of fun.
Hopefully it will be voted in tonight when there's 32 people playing and we can see how it plays then.
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- Karma_geddon
- Posts: 234
- Joined: Tue 13. Aug 2013, 18:33
- Description: from Italy
Re: ONS-RangerSEMSU-revision-2
(I don't know what are the abits for or against necroposting on this forum, so I decided to just post on the old original thread about this map, for order's sake. I'm ok to split if the moderators think so, of course.)
Yesterday I had a chance to play this map with a moderate amount of ppl (about 16 players, I think). It was fun, but I realized that there was an issue... Almost every time that I respawned, I had a chance to jump on a flyer.
I think that, in this map, there might be too much flyers *for the kind of gameplay that it is intended to provide*.
To explain it better: I think that a lot of the fun on this map should be to enjoy the tactical nuances of its very irregular and peculiar terrain type: the hills, the cliffs, the bridges, the tunnels, the valleys and so on.
But of course, if there are flyers available, people will jump on them, because they give you a chance to avoid the irregularity of the terrain and to move faster. And maybe, there are too much of them.
Even if it seems exagerated, I think that it could be good to have flyers just at the bases. One raptor and one cicada, and that's it. Or, maybe one at the core, and the other at the central node, as a reward for taking it.
I'd also like to see less mantas, for the same reason.
I liked this map since the beginning, but, as it is, I think that this map is not enabling the players to experience its full potential of fun.
Yesterday I had a chance to play this map with a moderate amount of ppl (about 16 players, I think). It was fun, but I realized that there was an issue... Almost every time that I respawned, I had a chance to jump on a flyer.
I think that, in this map, there might be too much flyers *for the kind of gameplay that it is intended to provide*.
To explain it better: I think that a lot of the fun on this map should be to enjoy the tactical nuances of its very irregular and peculiar terrain type: the hills, the cliffs, the bridges, the tunnels, the valleys and so on.
But of course, if there are flyers available, people will jump on them, because they give you a chance to avoid the irregularity of the terrain and to move faster. And maybe, there are too much of them.
Even if it seems exagerated, I think that it could be good to have flyers just at the bases. One raptor and one cicada, and that's it. Or, maybe one at the core, and the other at the central node, as a reward for taking it.
I'd also like to see less mantas, for the same reason.
I liked this map since the beginning, but, as it is, I think that this map is not enabling the players to experience its full potential of fun.
Last edited by Karma_geddon on Wed 13. Aug 2014, 00:34, edited 1 time in total.
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Re: ONS-RangerSEMSU-revision-2
Well post at the right place i think, more than you are at 100% of the opinion that i had at the beginning on this map, but as this was my first edit i had not yet entered all the workings of the development of a map. I remember the first upgrade in line as the first impression of a player was that it neither had enough flying vehicles on the map to reach the nodes without having to walk too far, I also remember to taken it as cash, me who thought rather the map as a NV with a few vehicles. This result of the need to have more players returning opinions and then to know how to sort among the good and bad suggestions because as I see on the current thread Shipdock we can get a real idea if the palette of suggestion is quite large.
I had already thought about making a return on this map, something like an SP2 but I'll wait until all the conditions and ideas be met to avoid making too much to go back. Thanks Karma to kick in the nest .
I had already thought about making a return on this map, something like an SP2 but I'll wait until all the conditions and ideas be met to avoid making too much to go back. Thanks Karma to kick in the nest .
Re: ONS-RangerSEMSU-sp2
For the purpose to improve the map cast down by the approximate game-play - here it is(sp2), let me know your mind.
List of change :
vehicles:
12 Turrets--> 8
6 Raptors--> 2
13 Mantas--> 13
4 Hellbenders--> 3 EONS Hellbenders
3 Palladins-->2 EONS Crusader
5 Scorpion)-->2 EONS scorpions
0 Badgers-->2 Badgers
4 Goliaths-->0
2 Cicadas-->0
- New link setup.
- Fix zone-portals.
- Change/filled weapons lockers by customweaponlocker.
- Change Teleporters to YawTeleporters (compile/mylevel from This)
- Ambients sounds, littles sparrows, torches, ambients.
- Fix the whole bot pathing.
- Change node 2 by something less obtuse.
- Modification/scale node 7.
- Modification node4/5 fix mover+Taunts messages.
- Modification/scale node 6.
- Change stairs by lifts/bases.
- PlayerStart : fix the direction/spawning
- AeraVolumes tag extents.
- Add 1 Invisibility somewhere in the water.
- Add 1 Ons-painter pickup somewhere in the water.
- Add 2 super shock riffle somewhere .
- Delete many pickups everywhere.
- Room of redeemer : textures+emitters (this way you can go and see where you want to go.)
- Center Aera (node 1), greatly simplify the gameplay by put the node on the ground.
- A lots of news Jumppads.
- Change Storm-caster by portable ion painter.
- Add OnslaughtSpecials2_RNH (Nodes)
- Fix the non-FSI parts of streams using unlit textures cause broken vec headlight projector reflections.
- Etc...
Download
ps:I hope to achieve the 50000 number of views very quickly
List of change :
vehicles:
12 Turrets--> 8
6 Raptors--> 2
13 Mantas--> 13
4 Hellbenders--> 3 EONS Hellbenders
3 Palladins-->2 EONS Crusader
5 Scorpion)-->2 EONS scorpions
0 Badgers-->2 Badgers
4 Goliaths-->0
2 Cicadas-->0
- New link setup.
- Fix zone-portals.
- Change/filled weapons lockers by customweaponlocker.
- Change Teleporters to YawTeleporters (compile/mylevel from This)
- Ambients sounds, littles sparrows, torches, ambients.
- Fix the whole bot pathing.
- Change node 2 by something less obtuse.
- Modification/scale node 7.
- Modification node4/5 fix mover+Taunts messages.
- Modification/scale node 6.
- Change stairs by lifts/bases.
- PlayerStart : fix the direction/spawning
- AeraVolumes tag extents.
- Add 1 Invisibility somewhere in the water.
- Add 1 Ons-painter pickup somewhere in the water.
- Add 2 super shock riffle somewhere .
- Delete many pickups everywhere.
- Room of redeemer : textures+emitters (this way you can go and see where you want to go.)
- Center Aera (node 1), greatly simplify the gameplay by put the node on the ground.
- A lots of news Jumppads.
- Change Storm-caster by portable ion painter.
- Add OnslaughtSpecials2_RNH (Nodes)
- Fix the non-FSI parts of streams using unlit textures cause broken vec headlight projector reflections.
- Etc...
Download
ps:I hope to achieve the 50000 number of views very quickly
