ONS-Fallen city

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

Post by GLoups! »

All is in the title, of course the map will be double and cut because too small as this and too big for double, and needs to be edited to be less linear.
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Last edited by GLoups! on Sat 19. Nov 2016, 21:36, edited 1 time in total.
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Cat1981England
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Re: Conversion project As-Fallen city

Post by Cat1981England »

Can't wait to see what you come up with GL :thumbup:
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GLoups!
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Re: Ons-Fallen city

Post by GLoups! »

Here is the map reach the point of test, arrived (in the past) to a point of which I thought being enough before beginning the edition, the inadequacy of the potential of the map having proved that it had too many linearity , normal thing for an assault-maps but not for Ons, the thought that it was going to be a lot more work that I thought was imposed.
After the attempt to contact the authors and the error message 'Undelivered Mail Returned to Sender' , I think that it should not be to bother with this because after all it is a content sold with a game with a map editor, a map buy to Epic, one of the first map of ut2004.
Merely cut the map was much more complex than at first sight, because of its different design from the other maps 'traditional' constructed of BSP additives in a substractive cube, It was composed of a substractive skeleton forms of a multitude of brushes merged in a single that it took cut without creating a BSP holes. built BSP substractifs additives in a cube.
Then the map linearity winning forced me to choose between two directions, abandon or after a moment of perplexity to dig directly into staticmeshes and BSP's skeleton to open new pathways in these empty buildings, no small case.
Latest issues regarding this: remake zoning entirely with no less than 33 areas - alls manual excludes - required for optimization and complemented by larges anti-portal.
More with the addition of Raptors, obligations to adapt the top of the city of the exercise of overflighting this zone, this mean that i had to rebuild a good part of the city.
Only nine vehicles ( Four and a half by teams) are sufficient in my direction for the doing the job and thus leaves the place to focus on the displacements and explorations, as to their locations for majority in the vicinity of powercores has been intentionally to let the pedestrians being untroubled in their displacement.
No frills therefore, to ensure the spirit of the original map.

Ons-Fallencity
Last edited by GLoups! on Sat 19. Nov 2016, 21:29, edited 3 times in total.
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Cat1981England
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Re: Conversion project As-Fallen city

Post by Cat1981England »

Well I absolutely love it GL :clap: the atmosphere of the map is great, it has a nice natural flow to it and all the passages and tunnels make the map feel small and cosy on foot, while it's reasonably open for vehicles on the roods. I've tried it with both 32 and 12 bots and it seems to play equally well either way. Online I think this will be a vehicle map with few players but a DM orientated map with 20+ which is a big plus in my book as not many maps seen to be able to pull that off.

The link setup seems to work well with most of the play down the left (as you look at the radar map) and the key single node on the right offering the Alligator and control of the redeemer spreads the play out nicely. The two Ion painters and emp deployer both seem reasonable considering the map, but the emp deployer is quite a lot closer to the blue base which is perhaps a little unfair. Perhaps a second one could be placed closer to the red base or move the current single one a little bit more central?

It's fairly easy to get around the map with vehicles although the Alligator did get half stuck once or twice on some of the ramps, but I think that's more down to my own Stevie Wonder style of driving. The Raptor got stuck in the ground by ForcedDirVolume4, but other then that they work really well in keeping people out of places they shouldn't be.

The performance was fine offline and I can't see any reason why it wouldn't be online. I like the thunder sound idea, although it is a bit to loud and doesn't quite sound right. Maybe the one from Dinora would work better?

Anyway, I really am looking forward to playing this on the server. Really good work as usual GL :thumbup:
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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GLoups!
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ONS-Fallen city

Post by GLoups! »

I'm glad whether you like it, so I just adjust the three points mentioned, ForceDirVolume4 was here to overcome the camera problem on poltergeists and mantas, no need to force other classes of vehicles (such as Raptors), secondly I move the emp deployer in a slightly more hiding place and thirdly i add two new sounds of thunders. (Same link,beware the name is the same)
Last edited by GLoups! on Sat 19. Nov 2016, 21:38, edited 1 time in total.
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Cat1981England
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Re: Conversion project As-Fallen city

Post by Cat1981England »

Thanks GL :thumbup: would you mind if we put this on the server for a trial run, get some feedback?
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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GLoups!
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ONS-Fallen city

Post by GLoups! »

No problem, most certainly the best way to know.
Last edited by GLoups! on Sat 19. Nov 2016, 21:38, edited 1 time in total.
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GLoups!
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ONS-Fallen city

Post by GLoups! »

In order than the gameplay ceased to be a painful experience for the Red Team -and if the map is worth it- , I'll post soon a fix version, dunno yet if some vehicles like the alligator need to be remove.
Last edited by GLoups! on Sat 19. Nov 2016, 21:37, edited 1 time in total.
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Cat1981England
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Re: Conversion project As-Fallen city

Post by Cat1981England »

Sorry Gl. I was going to post this tomorrow.

For some reason the stats aren't sent to Epic (I don't know why this happens, but it's the same for quite a few other maps) so I can't tell you 100% if the map is blue sided, but that certainly seems to be the impression. ForceDirectionVolume5 could be moved back a bit as when you try and get the PortableIonPainter with a raptor, it pushes you back and gives the impression that you cannot get to it. The performance was very good until we played with 32p, particularly around the primaries, perhaps a few anti-portals with invisible collision hulls in the walls of the big buildings would help around this area. Once one team takes control of the map it's very hard to get out of your base, perhaps having a jumpad which takes you to tram-lines up off the ground would help.

That's all I can think of. Thanks for working on this. Here's the relevant chat logs if they're any help to you :thumbup:

Code: Select all

--- Log started on 2014/12/17 20:54:51
209.38	CHAT	joeblow<sva>	wierd jump boots are amped up
592.80	CHAT	joeblow<sva>	i was kinda laggin
604.67	CHAT	joeblow<sva>	dunno it iy was map or connection
--- Log closed on 2014/12/17 21:4:44

--- Log started on 2014/12/18 14:45:43
908.03	CHAT	Lost(RO)	RED BASE IS HARD TO DEFEND
1015.52	CHAT	Maniac	tank so OP
1015.69	CHAT	Lost(RO)	WAS NICE
--- Log closed on 2014/12/18 15:2:2

--- Log started on 2014/12/18 21:32:49
100.33	CHAT	DegrekPhantoka	nice work of gloups
416.45	CHAT	hltv	good map
423.49	CHAT	<{CTC}>MikeFiend	I might need an hour on that map
--- Log closed on 2014/12/18 21:39:57

--- Log started on 2014/12/19 19:56:54
1600.97	CHAT	Gamma_Goblin	nice map
1639.92	CHAT	Ab_Leo	why arent these new maps included in server log?
--- Log closed on 2014/12/19 20:22:3

--- Log started on 2014/12/20 20:18:7
614.45	CHAT	DNRodolphe	beautifull map
630.72	CHAT	DNRodolphe	(a bit laggy)
--- Log closed on 2014/12/20 20:28:14

--- Log started on 2014/12/21 20:28:23
342.13	CHAT	Gamma_Goblin	lol tank
352.64	CHAT	Vic2N	wtf aligator xD
359.00	CHAT	Gamma_Goblin	oldschool sounds
803.63	CHAT	RottenToTheGore	rly bad performance
1552.29	CHAT	Ten	where is the core : )
1572.25	CHAT	Zio_Fede	this map is so confusing ./
1686.19	CHAT	MrPenguin	interesting map, just about getting the hang of it
1687.88	CHAT	RottenToTheGore	very nice layout, but worst performance ever
1697.63	CHAT	RottenToTheGore	like rail
1710.30	CHAT	RottenToTheGore	yep, laggy
1714.97	CHAT	RottenToTheGore	even with the strongest cpus
1718.57	CHAT	Zio_Fede	doesnt seem so :/
1723.70	CHAT	MrPenguin	there's some scenery that could be trimmed
1725.27	CHAT	Bisounours	 only one path
1726.79	CHAT	Maniac	cmon, i have shitty cpu and it flies
--- Log closed on 2014/12/21 20:54:43

--- Log started on 2014/12/23 11:33:47
449.02	CHAT	reyno1d	great map
--- Log closed on 2014/12/23 11:41:30

--- Log started on 2014/12/23 23:13:28
46.01	CHAT	[Zon3r]	i was playing this map with inhuman bots, but it was very one sided, lets see online
65.31	CHAT	-FuNkY-MoNk-UK-	feedbacks welcome
68.83	CHAT	Cat1981England	it does seem to be in favour of blue
559.86	CHAT	Droopy_Bollocks	obvious disadvantage for reds atm
609.88	CHAT	Droopy_Bollocks	map is too uneven to defend
879.07	CHAT	RottenToTheGore	what a useless tank
1239.14	CHAT	[Zon3r]	7 is hard to reach
1258.67	CHAT	Maniac	yeah, could be swapped with redemeer spawn
1266.81	CHAT	Cat1981England	i think it makes for a good key node
1295.55	CHAT	Gaffer	I like this map :P
1303.73	CHAT	Gaffer	it has an interesting layout
1324.12	CHAT	Gaffer	lags a bit, but that might be because of the number of people
1672.12	CHAT	Droopy_Bollocks	hard work but nodes need moving
1677.37	CHAT	EmanReleipS	post feedback on the foruuuum
1682.08	CHAT	Link	drop that map
1690.26	CHAT	RottenToTheGore	this map performs awfully bad here
1706.24	CHAT	EmanReleipS	I like it, but I'm so clumsy....kept walking into things
1707.38	CHAT	Gaffer	but it is a nice change of pace
1718.06	CHAT	Droopy_Bollocks	not much lag here surprsingly
--- Log closed on 2014/12/23 23:39:35
The Universal Declaration of Human Rights, Article 1:

All human beings are born free and equal in dignity and rights. They are endowed with reason and conscience and should act towards one another in a spirit of brotherhood.
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GLoups!
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ONS-Fallen city

Post by GLoups! »

Let's call it SP1, The biggest concern was to adjust the overall problem of imbalance in the map, this faith I have to open the second floor of the central building and by extension the rooftops above, more the addition of two nodes (for a total of nine), and somes modifs.
This time, exit the powerful vehicles (mores stocks ones), looks more like a Nv with vehicles, the map also wins 5mb.
Optimization: simplification of big brush skeleton of the map, I cut the parts that were not used, thus preventing sightseeing places in the spectators overview mode, the zoning has been redone and the addition of somes antiportals, coach raccourcissment the fog/culldistances limits...
Many details changed, movers,lifts, adding EAX support, etc..
Last edited by GLoups! on Sat 19. Nov 2016, 21:37, edited 2 times in total.
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