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Forum Home > Maps & mods > ONS-Naturaleza Artificial
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crusha_k_roolPM
#11
Aug 28, 2010 4:11 PM
[GSPB]Crusha Member - Joined: Oct 13, 2008
Posts: 926
thomasito wrote:
- half of the team didn't find primary node once it was lost


Did someone say OnslaughtSpecials? That Phoebus guy? Nah, I guess not.
wormboPM
#12
Aug 28, 2010 4:32 PM
Wormbo Member - Joined: Aug 12, 2010
Posts: 48
I'd say if losing the prime node equals drowning in redeemer and vehicle attacks, then something is fundamentally wrong and no Onslaught Specials feature can really work around that. They aren't meant as map fixes, but as map improvements. (I do see your point , though. )
Wormbo's UT/UT2004/UT3 mods | PlanetJailbreak | Unreal Wiki | Liandri Archives
kentaroPM
#13
Sep 24, 2010 6:49 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
I am actually working on a new version of Naturaleza.
I've got a lot of ideas, but can't realize all of them...:(
I am limited by my mapper's abilities...

Especially i am searching how to give the losing team a comeback chance, and make the access to the primary easy.
Ah, and change the link setup too, and fill the weapon lockers wisely.

Hope you'll like it. Release in 2 or 3 weeks...
Kent'
kentaroPM
#14
Oct 22, 2010 1:28 PM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
The beta 2 of Naturaleza Artificial is now available.

New:
-new weapon lockers
-new link setup
-jumppads added in order to make the access to the first node easier
-added a vehicules blocking volume in order to avoid hellbender camping near the core
-change redeemer for (don't remember the name --', it's the weapon which call a bomber)
-added hoverboards at core
-and some little things more

Download: http://www.mediafire.com/?n9qcl32s1xbu7cs

Have fun !
Kent'
foibosPM
#15
Oct 25, 2010 6:42 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Last edited by: foibos Oct 27, 2010 3:12 AM
foibosPM
#16
Oct 28, 2010 6:16 AM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Even more: http://sharetext.org/FM37

You should fill up the lockers, with more players you're getting out of ammo quickly. Hoverboars can be used at more nodes if there isn't enough vehicles.
kentaroPM
#17
Oct 28, 2010 11:46 AM
Kentaro Member - Joined: Mar 21, 2010
Posts: 205
I read the logs and here are my conclusions.
I need to:
-fill the weapon lockers more and more
-more vehicules -particularly hoverboards
-supersuper-pl spoke of invisible walls. Effectively i put a blocking volume in front of the core cavern to avoid hellbendercamping in it.

Is it all?
xicesnakePM
#18
Oct 28, 2010 11:55 AM
[*]X!ceSnake Member - Joined: Jan 21, 2010
Posts: 255
for the vehicles, I think no coz it's espacially a nv map.
foibosPM
#19
Oct 28, 2010 12:06 PM
Foibos Member - Joined: Sep 04, 2008
Posts: 551
Agree, no more classic vehicles needed, just few boards at nodes and few more at core. If you've used the blocking volume at core, then put some sign there, like the 'no tanks' from Urban-NoLevi or 'no camping' table from StarReach.
xicesnakePM
#20
Oct 28, 2010 5:58 PM
[*]X!ceSnake Member - Joined: Jan 21, 2010
Posts: 255
another thing : the teleporter nodes

En gros, a chaque core, pour se teleporter a un autre node, il faut aller au generateur qui est loin des points de respawn. Ainsi, je propose d'ajouter un node teleporteur au centre de la place

Something like this what :

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