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ONS-Ziggurat
Posted: Mon 25. May 2015, 23:25
by Maniac
Yo dawgs, I've heard you have problems with NV maps, so I created one
https://www.dropbox.com/s/gqeejhn27ecua ... t.ut2?dl=0
There are 2 issues I am aware of:
- there are no antiportals because I am not sure if this map needs them at all
- the items on the walls are not accessible by bots because I do not want bots to have access to the walls
Please leave your feedback and suggestions.
Sincerely yours,
humble follower of the Great Architect.
Re: ONS-Ziggurat
Posted: Mon 25. May 2015, 23:44
by Cat1981England
Just had a quick look Mani, nice work
I wouldn't worry about antiportals, you'd be better off zoning it. Also the nodes could do with a little AmbientGlow, around 50 would do it. Post more tomorrow if I get time
What do you think people?
Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 00:08
by [P]etya
I can't install it. When I put it into the maps folder and then launch the game, the game doesn't find the map. It isn't on my maplist.
Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 01:13
by Pegasus
The map also requires OnslaughtSpecials2_RNH.u to be present in a folder the game scans for .u packages - by default that's the System subfolder - for it to launch. That's probably what you need to fish out of your cache and copy.
Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 10:22
by [P]etya
Ok, thanks, now I had the chance to play it.

The map is nice. I really like the egyptian design in UT2004 maps. So that's an extra good point from my side.
First problem I encountered is among the most obvious one: the bots behave in a weird way on the map. At least when I played it they were defending the core.
I'd also say that the map is little bit big, but then it isn't bigger than the Maelstorm NV or VK's playground.
Overall it is a rather nice map. Looking forward to seeing this on the server.

Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 11:32
by Zon3r
The lightning hurts my eyes
Boxes infront of the blue core are floating.
Node 8 is floating
Seemed like red bots are more useless than blue ones.
spider mines...
I couldnt figure out how to get on the walls
I like the full weaponlockers
Not sure about the gameplay, it shouldn't be more spammy than playground, but the map somehow feels open.
Most of the nodes are lowered more into the ground than they should be, so they are black

Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 12:22
by Maniac
Thanks for feedback so far!
Accepted bugs:
- add 50 AmbientGlow to nodes
- some items are floating
- nodes are below ground level
Bugs that need more explanations:
- add more zoning? (Cat)
- lights are too bright? Too many of them? Shadows are bad? (Zon3r)
- spider mines - should I delete them? or add more? or what?
- red bots vs blue bots - what is the problem with them?
About the lockers - was it sarcasm or for real? I basically used all direct fire weapons (no bio/flak/grenade), because blind shooting sh*t in arc to lower level is not what I wanted to have. Should I add other weapons in the tombs?
You can get to the walls via shieldjump from the middle level stairs. I've had a thought about placing jumpboots somewhere, but I couldn't get a good location for them.
Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 13:32
by [P]etya
I think Spider Mines should go or limit the ammo more.
The problem with the bots is that they are mostly defensive. They basically don't do anything.
Also this is just an idea, but there was an attempt of creating an instagib ONS map, but it didn't really work out well in Anubis. Maybe this map would be better for that?
Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 14:02
by Maniac
- limit spider mines ammo : noted
The map can be transformed to Instagib, but it would require at least a new node layout, and probably some architecture changes.
Re: ONS-Ziggurat
Posted: Tue 26. May 2015, 15:30
by Zon3r
the lights outside are too bright in general i think(too yellow?)
about the bots, they are behaving like there are no pathnodes, even tho there are plenty of them, tried rebuilding them but no improvement. they are standing around the core, then one or two of them decides lets build nodes. after the node is built all of them teleport there and slowly start advancing.
about shieldjump, not everyone can do it and its damaging you, hm.
I do start to like the map and the total absence of spam weapons. nice job.
About the weaponlockers, i like the weapons and the full ammo
lights, first the original, then the slightly dimmed one
