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ONS-OverRun2004
Posted: Wed 15. Jun 2011, 15:24
by Kaal979
Re: ONS-OverRun2004
Posted: Wed 15. Jun 2011, 18:46
by laboRHEinz
Thanks for the map & download link. I'll check it out and give some feedback. But be patient a bit ;-)
Re: ONS-OverRun2004
Posted: Wed 15. Jun 2011, 19:59
by Zon3r
i don't want to be rude, just saying that this needs some work.
Re: ONS-OverRun2004
Posted: Wed 15. Jun 2011, 20:46
by lilalurl
Winamp auto-tagging says the music is:
Masada - All Systems Are Go
from Rocket Arena 3 Soundtrack
Re: ONS-OverRun2004
Posted: Wed 15. Jun 2011, 21:21
by Kaal979
Thanks!
I just fixed a small hidden bug and will upload version final2 asap!

Re: ONS-OverRun2004
Posted: Wed 15. Jun 2011, 21:38
by lilalurl
I have a simple question, after testing a bit the map and also reading the posts on the )o( forums:
How do you envision the map? In other words, how do you think people will play it? Which other map do you think is the closer in terms of gameplay?
Right now, I have the feeling you want a sort of DM map, with some vehicles thrown in, focusing the fight around the node.
I suppose you consider the two teams will fight to conquer the node and finally when one manage to get it, they can only manage to attack the enemy core if they have good teamplay and especially good defenders.
ONS-OverRun2004 Update
Posted: Wed 15. Jun 2011, 22:29
by Kaal979
Yes - the map literally requires luck.
But thats even more fun then.
Btw. - the fixed version is now available in the first message.
P.S.:
Just like most deathball maps
which also seem unfinishable.
Maybe you could write a map mutator or
something that doubles the playing time.
Re: ONS-OverRun2004
Posted: Sun 19. Jun 2011, 10:52
by laboRHEinz
nice work man & thanks for offering your map.
But I'm afraid, a single-node-map won't work on a 32P server. There have to be more nodes, at least two node-pathes from core to core and several node-hops.
Re: ONS-OverRun2004
Posted: Sun 19. Jun 2011, 14:51
by Kaal979
But you must consider that theres a trench
system which effectively acts as a second node!
And once the node got defended and loaded
the players can spawn there to half their way.
ONS-OverRun2004Final3
Posted: Tue 21. Jun 2011, 18:11
by Kaal979
New version updated!
Now with working spawn select.
