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crusha_k_roolPM
#11
Sep 25, 2009 9:17 AM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
d3str0y3r wrote:
I looked at the differences, you nub, instead of assuming stuff.


Well, sorry that I had no time to check that at that moment, I thought it would be handled that way.

No reason to get abusive, you nub.
d3str0y3rPM
#12
Sep 25, 2009 11:46 AM
Non-member Joined: Jul 28, 2009
Posts: 27
It takes a couple seconds to look up the differences. I'm not abusive, I mean it in jest, you nub.

More clearance around the center-side nodes.
Block LOS to the prime from the center.
foibosPM
#13
Sep 26, 2009 12:08 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Many, many players are leaving because it's annoying defending nodes that are impossible to defend, the linked nodes are too far, but close enough for enemy. Tips: more nodes at diverse places, the base nodes shouldn't be attackable from distance (now one of them is), or current count with different link setup (to prevent 2 enemy nodes linked to your one base node). Super shock must go. Excessive pickups are useless.
crusha_k_roolPM
#14
Sep 26, 2009 1:50 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Damn, it is still one the server? I thought you took it down already…

I am helping on another map at the moment:
http://ut2004.titaninternet.co.uk/forums/showthread.php?t=18425
d3str0y3rPM
#15
Sep 27, 2009 3:12 PM
Non-member Joined: Jul 28, 2009
Posts: 27
Hey Crusha, I can easily make some improvements, if you'll let me, just say the word.
crusha_k_roolPM
#16
Sep 27, 2009 4:30 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Well, if you want. Shouldn't be so hard, but I have enough other maps to work on, so you can have this one. Treat her like a woman.
d3str0y3rPM
#17
Sep 29, 2009 10:28 AM
Non-member Joined: Jul 28, 2009
Posts: 27
http://www.filefront.com/14624131/ONS-Rail-Beta5.rar

Gimped botsupport a bit in favor of being able to rebuild the map, there is basic botsupport though.

Added two more nodes.
Removed ammo pickups.
Changed Locker stuff.
Changed spawns a bit, so you don't spawn on top of a locker.
Reduced the health of Nodes to 1000, like with the mael nodes.
Last edited by: d3str0y3r Sep 29, 2009 11:52 AM
crusha_k_roolPM
#18
Sep 29, 2009 4:48 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
But I recommend to restore my bot-support when you are finished, the bots just suck like before in this version, meaning they all get stuck at a ladder after some time and the enemy team can happily build nodes and attack until they kill the bots. That's nothing that I'd call basic and that's the reason why I spent a whole week only on the bot-support.

The new nodes are what I also had in mind, the cover for the primaries at the left of the cores are good too.
One problem is, that you can attack those two nodes under the new ion-painters easily when being behind the roof between this nodes and the new ones you built. Maybe you can do something to prevent that nodes from being shot down from so far away.


About the new weapons: are you insane?!
The why the hell should you add ion-painters directly above the nodes? Or ion-painters at all in that map? Why is the SSR still not removed? Humans will camp it once they gained control over the center.
And the Redeemers can easily be used to take down all defenders of the core or the nodes. Keep them out of this too, please. The target-painter above the core should be enough, maybe replace it with the ion, but don't add even more superweapons to this to get the map at least a bit serious.


I am not sure about the sniper-rifles on the tower. They are there and just saying "come up, here you can camp, I have an endless ammo-resource for you, too". Maybe give some lightning guns at the core-lockers, so that the players have something to snipe, but placing something on the towers seems a bit too much to me, but that is your decision.


And the new nodes are lacking location-names. Those in the West of the map seem not to work too, btw. Maybe I set the location-priority of the "meta-volume" there too high, so that it says only "West" all the time, even if you are in the node-volume actually.
pegasus_PM
#19
Sep 30, 2009 1:29 AM
Non-member Joined: Jun 20, 2009
Posts: 234
There's sufficient lighting problems all over the place, especially at the 2 near-center nodes in the shade. Basic mapping principle, people like to be able to see what's going on. If it's in the sunlight, leave it alone, if it's in the dark, put some lights around!

Whatever other edits this map receives, I've yet to figure out what niche it's supposed to be filling exactly. For stantard weapons NV mayhem, there's Bridge and Foundry, for sniping NV maps, there's Mael and Katharos, for SSR NV maps, there's SpaceJox and Beer; why waste time hoping to turn this into a good map when there's better ones already available? Is it because it "looks good" or something? Cause if that's it, lemme tell you right here, half the meshes that are supposed to add to the railway theme are just annoying obstacles in advancing to my next point of interest and all those ladders don't exactly scream insightful design either.

As a TechCom player, I see no benefit in having this map on the roster at all. I'm sorry, but honesty must outweigh courtesy in such matters.
Eyes in the skies.
Last edited by: pegasus_ Sep 30, 2009 1:34 AM
foibosPM
#20
Sep 30, 2009 5:29 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
We should give this map a chance. My suggestions: Keep the lighting and all the static meshes, it's nice, as it is. 2 airstrikes are enough, there is no need for super shock, nukes and ion painters. Remove the center node and set the "ladder" link setup from Chainisles. Location names are nice, but useless on any messy map, nobody cares where you're squeeling for help. Sniper rifles on towers are fine, the snipers are being sniped in short time anyway.
Last edited by: foibos Sep 30, 2009 5:32 AM
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