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Forum Home > Maps & mods > ONS-SEKTOR8 - THE BATTLE CONTINUES
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vk__PM
#71
Aug 08, 2010 11:44 AM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Jancsi, apoligizes apcepted.

Crusha, node 17 was independent. But quickly changed it because it was not on the radar visible online.

I think the beacon is not a problem, i think we need to try it out more, it's true if u destroy a beacon it sometimes stays, but i don't now if i die when i run trough a destroyed beacon.
But when used right it's a very tactic! The enemy's can't take the node. But if u wan't to lame there is everytime in any map a way.

Need to play more =)

vk
http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Aug 08, 2010 11:45 AM
thomasitoPM
#72
Aug 16, 2010 3:10 PM
Thomas!to* Member - Joined: Jun 15, 2009
Posts: 221
still don't like the node setup, it's all about the middle primary and its linkers - the outer corridors are literally vanished.

what is more - alotta peeps complain about not being able to find the nodes! newbies dont see those jumppads and they wont find the upper nodes unless they happend to teleport up there when their team captured a node.

so much for the nodes and the setup. i'll think of one tomorrow and post my idea here.


gameplay-wise:
and the most annoying thing - once the middle primary is lost and controlled by the enemy, it's being spammed all over the place with the hellhound that spawns there AND phoenix AND aurora AND a dragon AND snipers from the other end of the map AND guys on the ceiling who happened one of the gravity vortexes.
today i tried several times to destroy that node with redeemer (that is the ONLY chance when its spammed!) but 4 out of 5 times it was denied by that ridiculous powerful aurora skymine combo. there is no need for those vehicles in such a small map. remove them / replace them with goold old raptors please.

also, it would be cool if there were stairways to the left and right from base to the 2nd floor into the corridors! this way your team gains tactical options and can recapture the upper nodes by attacking them from the side without being randomly spammed to death.
7/~
vk__PM
#73
Aug 16, 2010 3:38 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
I totally agrea with u Thomas, i've been working on this, soon u will see the new version. New paths and teleporter(s) to nodes. Totally changed vehicles tactics.

The linksetup, yeah it's a difficult map for a good linksetup! =) But thx to Wormbo's special nodes i have a solution:)
http://BIT.ly/VKMAPDESIGN


foibosPM
#74
Aug 16, 2010 3:40 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
2 link setup ideas (no links are crossing the nodes without connection):

Simple:


WTF? (harder to understand on small minimap):


About finding the nodes: They'll find them, give them some time. Good idea with those stairs. Dragon should stay, the other special flyers can go.

Edit: Another idea:


I prefer 1 or 3.
Last edited by: foibos Aug 16, 2010 3:58 PM
vk__PM
#75
Aug 16, 2010 3:43 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Hum foib, node 5 and 8 are history =)
http://BIT.ly/VKMAPDESIGN


vk__PM
#76
Aug 16, 2010 3:57 PM
VK!* Member - Joined: Dec 02, 2009
Posts: 460
Here are 2 screenshots from the new center node:






Foib, number 3 is a crazy idea, but interesting! Make sure we have new nodes now, like a countdownode, independent, prime, no shielded nodes wich is very tactic and easy for comeback


http://BIT.ly/VKMAPDESIGN


Last edited by: vk__ Aug 17, 2010 12:23 AM
crusha_k_roolPM
#77
Aug 16, 2010 5:23 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Wormbo will make probably one or two more releases of the new Nodes.
They will address that you can't see the countdown of the CountdownNode currently on the big radar screen and will also get rid of the options to set the Node independent or unshielded in the Node itself and will instead implementa new linkdesigner where you can set these things directly. That will break compatibility with older versions, so keep that in mind.
wormboPM
#78
Aug 16, 2010 5:53 PM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
Consider the latest release "final v1", the next release will get version number 2 and won't come out that soon. I'm trying to hack into some of the Onslaught game mechanics I didn't touch before and I have no idea if it will work out the way I intended.

The new system will provide much more flexibility, but you should design your maps around the current system, because that's what's available to you.
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
crusha_k_roolPM
#79
Aug 16, 2010 6:02 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
Damn, I was hoping to peek on your code that displays the countdown on the big radar map then because that's probably what I need for the UltimateRadarMapMidGamePanelTabGUIThingy.


So does that mean we can provide the .u-file now or do you still recommend myLeveling?
wormboPM
#80
Aug 17, 2010 3:01 AM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
Yes, you can start using the .u file now. The new version will be called "OnslaughtSpecials2.u".
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
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