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ONS-Ranger-SP2

Posted: Sat 21. Dec 2013, 18:27
by GLoups!
As the first part of the topic was on the way, i wanted to transmit you my feed-back about one thing... and for the opportunity to work on the editor that i had already opened the past year for making a new map.

Btw: if someone know how to fix an existing terrain, which lets players go through let me know.. i don't think that it is possible, but perhaps :dammit:

Then I remember this topic of the forum with a new one, I have learned and follow the advice of the boss...(thanks Heinz!) ... and make an editing of ONS-RangerSEMSU which This would have been a pity to leave it in the oblivion .

The following list of changes are making better optimizations of strategies-I am now fairly obvious what it was unplayable- like CAELUM but it's another story (may be an edit?),
also limiting timeliness campings .

Weapon & vehicle choice & balance:

- Remove 6 lg (or more?)
- Move Painter, sOory i can't remember where !
- Move one Raptor and delete one at the center node.
- Delete each minigun turret - at least 6 or 8! Impossible to play whit that, I wanted the players on feet has all their chances here and forbidden to fly ten meters with a Raptor.
- Delete manual gun pawns (turrets ), i think seven or more.
- Move two manul gun pawns.
- Add 1 manta, 1 raptor and 1 tank at the bases,because too easy to attack and impossible too defend.
- Delete the tank and a hellbender at the center node.
- Add a Paladin at the center node.
- Replace tanks by paladins nodes 2 et 5 because too powerfull and within reach of guns of the bases.
- Delete turret node 5.
- Remove mine layers.
- And somes few adjustment: weapon lockers etc..
- Add the Wormbo stormcaster,can't remember.. :roll:

Aesthetic aspects:

- Fix some scracth in the terrain.
- Replace bridges with holding ropes.
- And Staircases too access on the top of the hill on foot.

At this stage i realized that the largest problem of equality of the Asymmetrical terrain design, for the two teams is located between node 2 and 5 and the bases:
The turrets of these nodes are directicly pointed each other.

- Adapt fields of action and location of the turrets.
- Place a new mountain between node 5 and blue base.




Any feed back is welcome..happy Christmas..

Re: Possible CEONSS maps The return

Posted: Sat 21. Dec 2013, 18:42
by Kentaro
I don't succeed in download it. Try Mediafire.
Ah, and you can put your map in a zip, decrease the size for 60% ;)

Re: Possible CEONSS maps The return

Posted: Sat 21. Dec 2013, 18:57
by GLoups!
Sorry that was the wrong password,i updated it , thanks kenta :thumbup:

Re: Re: Possible CEONSS maps The return

Posted: Sat 21. Dec 2013, 19:24
by Karma_geddon
SO MANY THUMBS UP FOR YOU GLOUPS!!! :D :D :D

Re: Possible CEONSS maps The return

Posted: Sun 22. Dec 2013, 10:37
by Kentaro
The file needs to be runned:
-ONS-Araja
-ONS-essaiterrain22

Can u try to remove that? Or at least you can send us that maps ;)

Re: Re: Possible CEONSS maps The return

Posted: Sun 22. Dec 2013, 11:41
by Wormbo
Maps shouldn't depend on other maps. The required resources should instead be myLeveled or moved to a separate shared package.

Re: Possible CEONSS maps The return

Posted: Sun 22. Dec 2013, 13:32
by GLoups!
OMG I forgot to myleve bridges and pilars from my ancient map, il'll got to see that :thumbdown:

Re: Re: Possible CEONSS maps The return

Posted: Sun 22. Dec 2013, 16:04
by Pegasus
Yeah, I ran into those dependency issues when I tried to test it late last night too. Anyway, in the meantime, I think it'd be best to tweak the thread's name into something a bit more informative.

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sun 22. Dec 2013, 16:14
by GLoups!
Ok errors repaired, hope it work this time..thanks for the repply guys !

Re: ONS-RangerSEMSU-Revision-beta1

Posted: Sun 22. Dec 2013, 21:50
by Kentaro
Some comments:

- the team between nodes 5 and 1 is favored. They have two raptors (node 1 and core) whereas the other team has only one (core).
And the node 5 is soooo harder to take than the node 2 ! You need to find a solution here.

- no avrils at weapon lockers? At least put them at core (i saw, avrils are on the roof), there will make comebacks easier.

- i like all that tunnels. They make the soldier life better o:o

So, you did a nice job, need to see the gameplay online !