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Anything about UT2004 mapping, Uscripting & more
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Miauz55555
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Post by Miauz55555 »

So that I was the last who edited it I post this here. The original is made by VK!. I actually would like to edit it a litle again. Mostly because I haven't seen some things than, which should be cleaned. But that few ones actually don't justify a full new version in my opinion.

When you have things to make that map better, and I don't mean "delete it", than please post it as a LIST.
Maybe with a short explanation why that change would make the map/gameplay better or more fluent.

The changelist from the original to the version ONS-IMPULZE-V3-C-beta3 that is at the server atm is:
  • Removed Vortex
  • Exchanged relics with the new SM look
  • Increased respawntime HasteRelic 30 -> 60; lowered from Health 30 -> 20
  • Increased respawntime from CoreBadger 15 -> 30 and Tank 30 -> 50 + Hellbender 15 -> 30 in the midle
  • Removed SpawnPoints from the two site Secondarys (4 from every Node)
  • Removed Spidermines (Midle down)
  • Add Gack (BioFlack, no ammo) where SpiderMines were
  • Add MutantRelic on top (240 s respawntime)
  • Removed Bases from old relics
  • created grooß for big lights (LichtGrosz)
  • changed the big lights 64 0 255 -> 32 41 200
  • ZoneAmbienteLight 0 0 255 -> 5 160 200
__________________
Here are the things, in no order, we have so far. I will add yours here too, maybe, probably.
  • There are some floating "bases" without funktion in the main room at the sites .. probably invisible in the editor. -> Will add nothing just better look as they have no collisions anyway.
  • Where the Instagibib is there is the "light" up there. It's very hard to make the last jump and not to fall down there. So make the room higher. And remove the collisions from that one. -> Gameflow.
  • Remove collisions from small objects. -> better net performance.
  • Maybe exchange the instagib with another Nuke ... or add a teleporter to a trial path to make it harder/longer to get it? ... Or maybe a translocator insted it? So you gain agility but no instagib.
  • Remove the MutantRelik, it's kinda useless on that map. (Which was the reason why I added it as on a nonvehicle map it would be overpovered, but I wanted to try it on a map.) .. Maybe add an Invisible pick up (not the relic) there?
  • Exchange the Tank with an IonTank and the Badger in the base with a Tiamat (Leviatan with 9000 damage) -> This is just to trigger if someone reads this. =D
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mikel
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Post by mikel »

Thanks for your efforts, Miauz!
Will have have you in mind next time Impulze comes up.
joeblow
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Post by joeblow »

Ion tank lol Mia!
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Miauz55555
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Post by Miauz55555 »

Bump .. So you may noticed that this map is not available on the server for the moment ..
  • we want to edit it now ..
  • so when you have wishes or ideas, please speak out ..
  • here or on discord with mentioning me or writing me a PM (you don't need to register there if you don't want to)
https://discord.gg/X4V8THM
Miauz55555#8832
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joeblow
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Post by joeblow »

Well here ill try....

Super shock needs to be OUT of any ONS map. This weapon is only effective for a few players on the server and its the elites. One elite player with this weapon changes the entire game.

Adding in jumps and puzzles to get this weapon just adds to it because the same elites are the only ones that can do all that special jumping to get it. So instead of six or 7 players using the weapon you have reduced it to 4 or 5.

Always try and remember there 500 players that play ONS. Catering to just a few players can ruin it for the rest of us. its a multiplayer game thats more fun for a full server that and empty one.

My real world example:

On the Death Warrant server Dreamus was the most popular map,our version, for a longest time and several well known players and DW clan members hated it. It was pushed thru to add in the Super Shock to this map, easily accessible in the middle choke point. It was pretty much all down hill from there. Every Friday night it brought out random "filefront" Aimbots that had to be dealt with. Other players that used it also use the /nofog exploit on this a very very foggy map. We changed the map to "at night" black sky to help counter this but it was too late. I think in one weekend 2 longtime players and DW clan memebers quit over this addition.

In conclusion: No one likes being "super shocked to death" meaning one shoted with no counter on ANY video game I have ever played. Yes its fun for the 4 or 5 elites but the rest of the player base suffers.

Thank you for listening.
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Miauz55555
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Post by Miauz55555 »

joeblow wrote: Sat 13. Mar 2021, 18:54
Well here ill try....

Super shock needs to be OUT of any ONS map. This weapon is only effective for a few players on the server and its the elites. One elite player with this weapon changes the entire game.

Adding in jumps and puzzles to get this weapon just adds to it because the same elites are the only ones that can do all that special jumping to get it. So instead of six or 7 players using the weapon you have reduced it to 4 or 5.

Always try and remember there 500 players that play ONS. Catering to just a few players can ruin it for the rest of us. its a multiplayer game thats more fun for a full server that and empty one.

My real world example:

On the Death Warrant server Dreamus was the most popular map,our version, for a longest time and several well known players and DW clan members hated it. It was pushed thru to add in the Super Shock to this map, easily accessible in the middle choke point. It was pretty much all down hill from there. Every Friday night it brought out random "filefront" Aimbots that had to be dealt with. Other players that used it also use the /nofog exploit on this a very very foggy map. We changed the map to "at night" black sky to help counter this but it was too late. I think in one weekend 2 longtime players and DW clan memebers quit over this addition.

In conclusion: No one likes being "super shocked to death" meaning one shoted with no counter on ANY video game I have ever played. Yes its fun for the 4 or 5 elites but the rest of the player base suffers.

Thank you for listening.
Confirmed. Any idea what to put there insted? Or ideas about other things?
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EmanReleipS
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Post by EmanReleipS »

I think we should put this poster there:
Unicorn.jpg

;)
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EmanReleipS
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Post by EmanReleipS »

What about putting the suicide deemer there from Rail? Give it a rather long respawn timer.

Lou requested a poster of a pink mino, so I'll prepare one.
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Miauz55555
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Post by Miauz55555 »

EmanReleipS wrote: Sat 20. Mar 2021, 00:10 What about putting the suicide deemer there from Rail? Give it a rather long respawn timer.

Lou requested a poster of a pink mino, so I'll prepare one.
We can do that. Or the "TranslocatorGun" it's a shock which translocates .. than with just 3 ammo?
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Pegasus
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Post by Pegasus »

Even if this map didn't have far bigger n' fundamental design issues, which I contend it does, and its size did require some kinda portable teleporting mechanic as a necessary pedestrian commute complement, which I very much doubt it does, is it really a good idea to introduce - and by so doing to normalize for future inclusion in other edits - as poorly balanced a custom weapon as the NoSkilz Translocator Gun here? Suffice it to say, the Omnis tried it in one of their previous MagicIsle edits, and its lack of practically any drawbacks (compared to the stock Translocator) managed to break the map's "commute budget" pretty handily, not to mention the whole encouraging of low ping hitscanners to engage in pointless telefrag sniping thing. Do we really wanna open such a can of worms here, for IMPULZE of all reasons?
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