ONS-AnotherOpera

Anything about UT2004 mapping, Uscripting & more
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GLoups!
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ONS-AnotherOpera

Post by GLoups! »

Finally, almost a new map : not going to details all the changes, only the the most relevant.

-Rebuild/optimize alls building static-meshes with inside.
-New buildings.
-Rebuild the city around a symetrical axes north/south (instead of diagonal).
-New skybox.
-New nodes/link setup.
-Subways.
-New classes OperFlag are now subclass of XTeamBanner (without the log spam), change to teams colors when the node is build.
-More antiportals (than the old map).
-Lots of surprises...

All suggestions are welcome.
AnotherOpera_screen01.jpg
AnotherOpera_screen02.jpg
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Miauz55555
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Re: ONS-AnotherOpera

Post by Miauz55555 »

Missing file "ambient" or something.
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GLoups!
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Re: ONS-AnotherOpera

Post by GLoups! »

Thx Miauzz, it's just a small uax, better put it in the map, link updated.
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Pegasus
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Post by Pegasus »

There's some 15 file dependencies in all associated with this map that weren't included in the archive, some of them less common than others, so having trouble locating this or that asset is understandable. To that end, and assuming people already have a way of knowing what they're missing, one helpful bit of advice might be to go to http://uz2.ut-files.com/, wait for a couple of seconds for the massive plaintext page to load, and then search for the necessary packages. If listed on there as compressed .uz2 files, they can be downloaded by pasting their exact name (as in observe capitalization) at the end of that page's URL. Decompressing the uz2s should be easy afterwards. Please note that one of the 15 files, namely HybridCasttex.utx, is NOT available from there though, so I've opted to upload it myself here (2MB as compressed .rar archive).
Eyes in the skies.
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GLoups!
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Post by GLoups! »

Yeah, forgot to mention that all the files are in the lastest CEONSS map pack (updated 21/08/2017) as always i try to keep the files in use at ceonss, except this small one that pass through the cracks.
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Miauz55555
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Post by Miauz55555 »

Very nice. :thumbup:

Just a few optical things:
The map boundary.. it looks as you can jump to the other building from the roof, but there is an invisible wall.. may put a fence or something there that indicates the map boundary.
The ponds bye the opera.. there are two nearly square parts from the surface which are much lighter than the rest.

A Gameobjekt thing:
The VortexGun.. it could make problems cause it dosn't damage nodes and you have a massive performance lost in the area where it is used. The instagib is a little to easy to grap. Maybe remove the VortexGun and put the Instagib where the Vortex is now (I like what you made there.. has something from "indiana jones and the last crusade").
The respawntime from the Barrels could be longer.. 20 s are very fast.. maybe 40 or 60 s.

Not sure about the fast vehicles and the tank at the prime as well as the translocator (may the one from ONS-SilvaBETA5 with just 1 disk) we will see how it's working.
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GLoups!
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Post by GLoups! »

Thx Miauzz !

First i exchanged the Vortex with the Super-shock, imo as a player i wouldn't go quite that far for grab it but i know players will, so i add a shield pack there in compensation.

The luminous square parts i think you talk about are no more than the shadow of the opera when the static-lights are builds via the sunlights, it's a restriction of the engine, if you don't add somes lights the shadows are very dark
and the only way to avoid this if you don't want lights because fps drops is to put an another sunlight a lot less luminous at the right opposite direction, it is for that reason you can find the symetric bleaker square parts in the second pool, so i play a little to find a way to change this bit odd effect by adding a too side sheet at the water level which enable at the same time the player seeing the surface of the water from beneath, i also optimize lightnings in the opera as well and gain a little in the file size.

Possible jump to this roof and barrel respawning time: it was an omission and the barrel was set to twenty sec for testing purpose, but that is now solved to fifty sec.

The translocator from ONS-SilvaBETA5: After playing this map -one of my favourites- a few dozen times i had no memory of this one-disc translocator that's what makes me think of it's relative worthlessness, after trying imo it's a fun killer thing because you lose a lot of time waiting to reload, so i prefer delete the pickups near the bases if it's what you think it's wrong and relocate at the neighbourhood of the Opera, it's respawn time is set to 5sec to allow a supposed hunter to tracking it's target or a team-mate to follow another.

The tanks at the primarys: theses nodes needs three vehicles so i would prefer differents ones but i didn't want to add somes mantas (there's one on the map btw), badger neither, the only thing left is tanks i agree with you i'm not convinced either, that's why at the first place i introduced the OnsLobreaker, but this one fit better the other side of the map, in this regard you surely have noticed than everything has been done to make access of the main part of the map difficult for bigs vehicles, it's possible but you have to search a way, so i exchanged the HybridCast from the primary with the WebCaster from the bases, and replace the tanks by normal scorpions.
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GLoups!
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Post by GLoups! »

Link need to be updated to C3 because black effect on the pool when shooting at it.

Link have been updated.
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Miauz55555
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Post by Miauz55555 »

GLoups! wrote:Link need to be updated to C3 because black effect on the pool when shooting at it.
Link have been updated.
You forgot to put the "Ambient" in it. ;)
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GLoups!
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Post by GLoups! »

Oops, thx had a lots of things in minds, i made a point to fix somes visual details.