ONS-CBP2-Pasargadae-ECE-C-V1-20p
* Edit of ONS-CBP2-Pasargadae originally by Ed Duke-Cox and ECE update by Kriege
* Edited with permission by Ed Duke-Cox
* Size: medium map (12-20 players recommended)
Minimap:
Changelog:
* Implemented ONS Specials for cores and nodes
* Changed all weapon lockers to custom with lightning gun at cores and center node
* Removed most other ammo pickups
* Moved player starts to weapon lockers at the nodes
* Removed sniper spots from roofs and removed portals to the roofs
* Added lightning and avril pickups & ammo at center roofs
* Added a new link setup
* Moved vehicles at center nodes and added a raptor
* Moved nodes 2 and 1 slightly (to make them harder to attack from nodes 4 and 6)
* Added buildings next to nodes 4 and 6 (to provide cover against attackers from nodes 2 and 1)
* Moved volumes to match location of nodes and added a location description
* Moved/added some buildings at the beginning of the north/south axis (nodes 7, 5 and 3) in order to prevent the long distance spam along the tunnel
* "Nailed the door to the core shut" by placing a wooden static mesh on it so players won't try to walk through it
* Added a monodirectional teleporter from the base room to the outside
* Lowered all teleporters into the floor a bit because otherwise you'd get stuck on a corner of them while trying to use them
* Added one raptor to each base's roof + two playerstarts on the roof
* Removed all spawn points inside the bases that were facing towards the inside of the base, added new ones pointing to the nearest exit + weapon lockers
* Changed Scorps to EONS Scorps and added a second one to each base
* One of those walls outside the bases was missing a ramp, I added one + PathNodes
* Added two Mantas to each base, with the same deco around it as the other vehicle spawn points at the bases (sadly I had to remove a palm tree to make space for all of this)
* Fixed some FlyingPathNodes issues
* Added jumppads so you can get up walls/to higher street levels and a jumppad from each base in the direction of the primaries
* Patched some gaps in the floor where the floor didn't quite reach the walls
* Reduced the lighting of all stone surfaces to 128
* Added ForcedDirectionVolumes alongside the edges of the map
* Removed IonCannonVolumes alongside the edges of the map
* Fixed a lot of floating stuff (buildings, palm trees, pillars, stairs)
* Added a light to a rather dark entrance/exit of each base to make it clearer where to go
* Added changelog script to map
* Added a new minimap image
* Rebuilt with RGB8 lighting
A note about the teleporters:
The teleporter between the door and the core will take you to the rooftop.
The teleporter in front of the closed doorway will take you to the front of the base/outside.
Dependencies:
* OnslaughtSpecials2_RNH.u
* EONS-Scorpion_BETA3.u
* CBP2-Pasargadae-SM.usx (included in the download link)
* CBP2-Pasargadae-Tex.utx (included in the download link)
Screenshots:
This map is on the server now. Please post your feedback here!
ONS-CBP2-Pasargadae-ECE-C-20p
- EmanReleipS
- Administrator
- Posts: 3415
- Joined: Thu 3. Oct 2013, 00:18
- Description: Pancake Fairy
- Location: Germany
- EmanReleipS
- Administrator
- Posts: 3415
- Joined: Thu 3. Oct 2013, 00:18
- Description: Pancake Fairy
- Location: Germany
ONS-CBP2-Pasargadae-ECE-C-20p
ONS-CBP2-Pasargadae-ECE-C-V2-20p
Changelog:
- Patched another hole in the map
- Made the ForcedDirVolumes follow the edges of the map more closely
Changelog:
- Patched another hole in the map
- Made the ForcedDirVolumes follow the edges of the map more closely
- Attachments
-
- Pasargadae ForcedDirVolumes.JPG (79.94 KiB) Viewed 10194 times
- Miauz55555
- Posts: 2051
- Joined: Sun 7. Jun 2015, 23:12
- Description: https://discord.gg/X4V8THM
- Location: Germany
- Contact:
ONS-CBP2-Pasargadae-ECE-C-20p
I had a quick look at the map, and I think the problem is the combination of terrain and mapground, as well that the killz is to low. But how the map is atm the killz can't be higher.
Happy eastern everyone.
- I would make the "first room" bigger, so that the ground is under the killz
- Unlid the floor from it and change the texture to a bright basic colour (so you can see where it was used) before editing it's size.
- make seperated floors, or terrain where the floor is now the first room.
- put blocking volumes where you can fall through terrain (mainly the slopes, so triangels) or move through SM
Happy eastern everyone.
- EmanReleipS
- Administrator
- Posts: 3415
- Joined: Thu 3. Oct 2013, 00:18
- Description: Pancake Fairy
- Location: Germany
ONS-CBP2-Pasargadae-ECE-C-20p
Thanks, Miau!
Do you think replacing the ForcedDirVolumes with simple BlockingVolumes will help? I think Adler managed to get under the map by going beyond the playable area/passing through the ForcedDirVolumes.
RE: "first room". Do you mean the big brush that makes up the map? In my editor, it is yellow. The floor of this brush is just a tiny bit above the KillZ. I can't find a good spot where I can select the floor, though...
Do you think replacing the ForcedDirVolumes with simple BlockingVolumes will help? I think Adler managed to get under the map by going beyond the playable area/passing through the ForcedDirVolumes.
RE: "first room". Do you mean the big brush that makes up the map? In my editor, it is yellow. The floor of this brush is just a tiny bit above the KillZ. I can't find a good spot where I can select the floor, though...