ONS-Iguazu
ONS-Iguazu
Played this for the first time last night. It's certainly a pretty map and interesting in its design but I think it could do with some clarity to players on how to get from one level to another as it is awfully confusing the first time around (albeit many maps are like that but this one more so). Namely:
- Is there any way to indicate where a teleporter leads to, for example, a beam pointing to where the teleporter goes when the player is near it? Or something to that effect?
- Is there a way to add some particle effects to those barrels that help push mantas upwards à la those directional particles seen on jumppads?
I think more jumppads and teleporters would be nice in general too, but I think they need to indicate direction to be useful, at least first few times a around.
Also, those weapon lockers. I am all for weapon variety, but only a linkgun and grenade launcher (as found on two of the nodes) against primarily flyers? Not exactly helpful.
- Is there any way to indicate where a teleporter leads to, for example, a beam pointing to where the teleporter goes when the player is near it? Or something to that effect?
- Is there a way to add some particle effects to those barrels that help push mantas upwards à la those directional particles seen on jumppads?
I think more jumppads and teleporters would be nice in general too, but I think they need to indicate direction to be useful, at least first few times a around.
Also, those weapon lockers. I am all for weapon variety, but only a linkgun and grenade launcher (as found on two of the nodes) against primarily flyers? Not exactly helpful.
Re: ONS-Iguazu
I enjoyed the map as a source of a few laughs, but I don't think it can be easily salvaged without major changes. There are too many levels (imagine a multi-storey building) so you really don't know where the nodes are. I literally found the redeemer before finding any of the nodes. With that said, the environment was really nice; I definitely wouldn't be opposed to a map with a similar setting but easier to comprehend structure.
Also the lockers were bull. I don't really understand why we can't have full weapon lockers all the time, but at the very least a shock rifle + flack/rocket/avril should always be there.
Also the lockers were bull. I don't really understand why we can't have full weapon lockers all the time, but at the very least a shock rifle + flack/rocket/avril should always be there.
- Cat1981England
- Posts: 2326
- Joined: Mon 23. Aug 2010, 16:35
Re: ONS-Iguazu
I don't have any ideas. It's a stunning looking map, but once that novelty has warn off, you're only left with gameplay and this doesn't have any online
I would like to make a terrain based map at some point. So perhaps some of you have some ideas and could even draw up a basic outline of a map. We could then try and recreate the theme on top of something with good gameplay

I would like to make a terrain based map at some point. So perhaps some of you have some ideas and could even draw up a basic outline of a map. We could then try and recreate the theme on top of something with good gameplay

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.
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.
Re: ONS-Iguazu
I'm gonna be honest, since the map is played now... it's awfull from a gameplay perspective tho the map looks nice.
WOooHOoo!! »\o\°\O/°/o/«
ONS-Iguazu
Well this could make a good map to edit, here is what bothers me and what can be changed: half less water so it will be possible to put a little more wheeled vehicles and less spray under the waterfalls to improve visibility i find them very annoying it's already so hard to find the nodes (even cores !), and may be move nodes to a better place, weapon lockers of course and exchange nodes with thoses who have the beacons, what do you think?
- fors
- Posts: 145
- Joined: Sun 2. Sep 2012, 17:51
- Description: skype:mushiak14
- Location: Forsiyskaya republic
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ONS-Iguazu
There is can be other option, What if I told you that possible to make rebalancing is more for infantry, and not vehicles? there are a couple of ideas I would like to implement
ONS-Iguazu
In case you have not been too far in your investigations, i make you leave some advancements on my side if you want to take over ..
file : ONS-Iguazu-C-5
Code: Select all
//=========================================================================================
//Changelog.
//=========================================================================================
/*
2019-February-02
-------------------------------------------------------------------------------------------
Author: Toni 'scarface' Seifert
Cotact:
Original name: ONS-Iguazu
Original File size: 24811 Ko
ReleaseTopic:
-------------------------------------------------------------------------------------------
File dependencies: May be
-------------------------------------------------------------------------------------------
Contents credits:
Changes:
-Reduce opacity of water spray from 1 to 0.2 and somes to 0.6.
-Lifts near cores can be called from the top.
-Fix errors: "Terrain alpha map myLevel.xxxxx.xxxxx has more than one mip level.
This will cause visual artifacts."
===========================================================================================
*/
- -FuNkY-MoNk-UK-
- Posts: 654
- Joined: Wed 27. Nov 2013, 01:08
ONS-Iguazu
Go for it fors.
A minor problem with this map is the navigation. It puts off players initially, but can be rewarding after a few games. With the elvation changes, it can be hard to know where to go when quickly needed (even worse on foot) I think this should be noted when adding more nodes with infantry gameplay in mind.
A minor problem with this map is the navigation. It puts off players initially, but can be rewarding after a few games. With the elvation changes, it can be hard to know where to go when quickly needed (even worse on foot) I think this should be noted when adding more nodes with infantry gameplay in mind.