d3str0y3r • PM |
Aug 02, 2009 10:30 AM
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Non-member
![]() Posts: 27 |
An AS map originally released by Streamline Studios, and now turned into an Onslaught map. Try it and see.
Download
Last edited by: d3str0y3r Aug 02, 2009 12:45 PM
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huntdown • PM |
Aug 02, 2009 1:26 PM
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HuntDown
![]() Posts: 247 |
at the first look, i like the map. the details are very eye-candy
![]() there are many campers hiding places; i can't tell now if it-s a fast map or not, but there are many raptors and some mantas, at least for a fast start. here are some screenshots: [IMG]http://img32.imageshack.us/img32/1591/confexia2.th.jpg[/IMG][IMG]http://img29.imageshack.us/img29/7463/confexia1.th.jpg[/IMG][IMG]http://img23.imageshack.us/img23/1518/confexia0.th.jpg[/IMG]
Last edited by: huntdown Aug 02, 2009 4:06 PM
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crusha_k_rool • PM |
Aug 02, 2009 4:56 PM
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[GSPB]Crusha
![]() Posts: 926 |
My first thought: Wow, beautiful! That could have been made by Epic themselves.
My second thought: How do I get to the damn node?! It's quite hard to find where to go out without the radar, but that will follow. What I think is sad is, that this marvellous environment is, like it is now, only eye-candy. Too many vehicles (the flying ones should be removed in any case), so nobody will go by foot and "use" the environment actually. My recommendation is: Make this map a No-Vehicle map, add many more nodes, so that you don't have to walk so much back when you die. There are so many great places that can be taken to place a node there, inside buildings, behind ruins and so on - be creative! The most important will be then to make a very balanced linksetup. It would be frustrating if every node is linked to 3-4 others, but the setup should also offer space for cutting the line on other places, if the team can't hold the frontline. Please do it, because if you don't then I'll be mad and would maybe even do it myself. ![]() If the nodes lay too open, then you can maybe use the sandbags from ONS-Urban, but only if they are not too bright for the setting, because atmosphere is in this map imho more important than gameplay. ![]() ![]()
Last edited by: crusha_k_rool Aug 02, 2009 5:02 PM
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d3str0y3r • PM |
Aug 02, 2009 4:57 PM
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Non-member
![]() Posts: 27 |
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crusha_k_rool • PM |
Aug 02, 2009 5:06 PM
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[GSPB]Crusha
![]() Posts: 926 |
d3str0y3r wrote: The texture-package has a wrong CRC for me, so it seems to be corrupted. I'll try out anyways. EDIT: Doesn't work EDIT2: I get this error now with every map. O_o It says that my computer is maybe overheated (don't think so) or the installation is corrupted… I don't want to install the whole UT again. ![]() ![]()
Last edited by: crusha_k_rool Aug 02, 2009 5:09 PM
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crusha_k_rool • PM |
Aug 02, 2009 5:28 PM
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[GSPB]Crusha
![]() Posts: 926 |
Ok, found the problem: It was the bare presence of ONS-Confexia-Beta2 in my map-directory, that was also read when loading another map.
I don't know if I just downloaded it wrong, or if the archive itself is defected, but you should pack it again maybe. ![]() |
foibos • PM |
Aug 02, 2009 5:49 PM
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Foibos
![]() Posts: 551 |
Beautiful map. Few ideas: Remove the flying vehicles? Just an idea. Not the Mantas. The battle could be more intense then in those ruins. Few more vehicles would be nice, like the Hellhounds and Fire Hound, Firetank (imagine the inferno in corridors), Cobra, Bio Tank or Centaur, maybe Aegis for core defence. Players like the variety.
The cores are almost undefended, the game ends quickly if the team lose one of the last nodes. Moving them into some building or add some construction around them could keep a chance for comeback.
Last edited by: foibos Aug 02, 2009 6:22 PM
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crusha_k_rool • PM |
Aug 03, 2009 7:49 AM
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[GSPB]Crusha
![]() Posts: 926 |
foibos wrote: So we have absolutely different ideas about how to improve this map. ![]() Depending on what Destroyer will do after all, I'll make a NV-version or not, if he does already. ![]() |
foibos • PM |
Aug 03, 2009 10:02 AM
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Foibos
![]() Posts: 551 |
NV could be fine too, but the nodes should be on different floors etc. to cover the whole map. Crusha, you should edit new maps, it's far more useful for us then changing the current ones. Don't you have any tips? Imagine the Mothership with spacefighters and other advanced weaponry. Or the small CrashFlight, suffering from lack of vehicles. Or you can omnify the DarkMarsh or Meadowland, Echo isn't very popular too.
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pegasus_ • PM |
Aug 03, 2009 12:16 PM
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Non-member
![]() Posts: 234 |
As far as Confexia goes, I've only tried it as an AS map, but that's exactly what justifies all the attention that went to its terrain design, since lots of fighting happens on foot so players get to notice and enjoy all the little details. If it's going to stand on its own as an ONS map, however, lots of playtesting and tweaking will obviously have to happen, as AS and ONS represent completely different gameplay experiences and no example comes to mind where a map smoothly transitioned from one to the other, if at all.
About the other stuff Foibos brought up, IMO trying to "omnify" every dull map we have in an attempt to make 'em more interesting is the wrong direction to take. What would instead be far more fulfilling to everyone (players, mappers/coders, admin) would be gradually starting to prototype new map and vec ideas that promote different kinds of gameplay, like maps where the vertical dimension is much more prominent (nodes stacked on top of eachother at different floors?) or where typical notions and conventions about directions of attack are challened (using, for example, entire portal walls/surfaces like in TitanNecropolis, but allowing weapons fire to pass through them). In the same way, there are many elements involving the vehicles that haven't been explored either by most ONS mappers/modders, such as using the spacefighters, EMPs, portal creation/deployment, breakable weapons (like the scoprion's retractable blades, but permanently exposed so if, for example, we're talking about a raptor-type vec with dual machineguns hanging under it, the driver would have to avoid narrow spaces or fly very carefully in order to avoid becoming defenseless), momentum-imparting directional rays or radial blasts (imagine a light aircraft that could drop in the middle of an enemy group, do a "ground pound" and send all heavy vecs and pedestrians flipping and flying 40 feet high or an artillery type unit that doesn't rely on the typical big damage/splash convention that most modded vecs follow to deal with enemy tanks, but instead fires a ray that sends them flipping backwards for dozens of meters). All in all, I think there's lots of ideas that have gone unexplored even after so many years of love and attention from the modding community. Why keep rehasing the same old recipe?
Last edited by: pegasus_ Aug 03, 2009 12:29 PM
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