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Instagib map
Posted: Wed 25. Feb 2015, 21:46
by Cat1981England
ONS-Anubis-NVE-IG
This is just a little experiment, it's a instagib or super shock rifle map. It's not a new idea, I can find several threads from 2004/5/6 about this, but I'm not sure we had nodes which could have their health lowed back then which is needed to make this idea work.
The map has been modified for this type of play, all the weapon lockers and health/shield pickups have been removed, players spawn next to a super shock rifle pickup, added extra nodes and some changes to the walls, pathways and objects. I've used the map ONS-Anubis-NVE because it has both narrow corridors and open courtyards, but should also have good performance due to the zoning. Players can only spawn at core and primaries, cores take 19 hits with the ssr to destroy and nodes 5, build time for nodes is about 1 second so you only need to walk over them and not build with a link gun.
If people like the idea we could give it a run on the server for a week or so to get server feedback

Re: Instagib map
Posted: Wed 25. Feb 2015, 22:14
by Maniac
Something new... Niiiiice. Not sure if it'll be good & popular & fun, but we totally must test it. For science, you know.
Re: Instagib map
Posted: Thu 26. Feb 2015, 16:01
by Zon3r
I'm looking things here from my POV(this is just my opinion), it's a massive problem that there is only one exit from the core room, once one team get the upper hand, players will gang up on the enemy team coreroom exit and spam down everyone coming out, making comeback impossible, maybe this could be fixed with increased map specific spawn protection time(dont know is it possible), also the instant building is a problem, cause 2-3 players with good aim, can rush through the map in 1 minute. the narrow passageways are making sitting ducks out of everyone you just need to spam. also is it deliberate that i can only spawn at the primaries and at the core?
Also flak/rocket/anyotherweapon spammers may not like that you actually need to aim here

Re: Instagib map
Posted: Sun 1. Mar 2015, 21:41
by Cat1981England
Thanks for the feedback
Zon3r wrote:also is it deliberate that i can only spawn at the primaries and at the core?
Well my thinking was that as the centre nodes are so close together, and we have a 5 second spawn protection, players spawning in that area will have a huge advantage. If they kill the opposition player, that player then has a huge advantage and back and forth it would go. It also helps to give teams a little time to push forward.
I've just put it on the server for a trial run. I want to see if people like the idea after they have played it a few times before trying to fine tune it.
Changes:
- Increased core health, now takes 25 hits to destroy.
- Nodes now take 10 seconds to build.
- Jumpads added to core courtyards to help the defending team.
- Removed the two central nodes and placed one at the very centre of the map (the map effectively now has 3 runs of 3 with cut offs).
- New link setup.
- Extra core exit which can only be used by the defending team.
Download
Re: Instagib map
Posted: Sat 7. Mar 2015, 12:46
by RottenToTheCore
I like but dont love the map. There is still a problem with the spawn at nodes. I cant choose other spawnpoints than the core. Seems bugged.
Re: Instagib map
Posted: Sat 7. Mar 2015, 16:03
by Zon3r
RottenToTheCore wrote:I like but dont love the map. There is still a problem with the spawn at nodes. I cant choose other spawnpoints than the core. Seems bugged.
It's not bugged, there are spawnpoints only at the core and primaries
Re: Instagib map
Posted: Mon 9. Mar 2015, 23:19
by [P]etya
I think you should reconsider making this as an instagib map, because I think it's just bad for it. There are too many narrow entrances which don't give the player enough space to move so they can easily be come victims of a camper, who will snipe them. The entrances are like slaughterhouses. Players will get butchered with no real chance of fighting back. If you really insist on making this an instagib map then I'd suggest:
-introducing translocator -> respawning is only possible at the Core in this case
-give each base an uncapturable node somewhere, so in case of getting cornered at the core, they can still break the siege
Re: Instagib map
Posted: Tue 10. Mar 2015, 00:32
by Cat1981England
During the day people seem to really like it, but in the afternoon when there's 20+ on - it doesn't work. I'm gonna have a look for another map. If I can find one which is a little more open or has greater z play, but is just as well optimised we can have another go.
I'll remove it this weekend.
Re: Instagib map
Posted: Tue 10. Mar 2015, 14:44
by [P]etya
I think the map shouldn't be scrapped because it's not good for instagib. Remaking it a normal map seems to be a good idea. And to make it more favourable, don't give the players Flak Cannon and Rocket Launcher, because the map is full of tight places.
Re: Instagib map
Posted: Tue 10. Mar 2015, 16:26
by -FuNkY-MoNk-UK-
Agreed with the points raised. This map is suited for 8-12 players, small, diverted action. Looking past my own enjoyment playing instagib, which is frustrating to say the least. The map it's self just doesn't work with Ons. I'm all for having a instagib map in the roaster along with the traditional gameplay. I think a good basis to go on when looking for a similar map, Is first, the map has to play well as ONS. As that is the game mode, not Bombing run, or whatever mode this map was converted from. Would be interesting to see this idea on a larger scale, like with vehicles, ect.