foibos • PM |
Aug 28, 2009 9:21 AM
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Foibos
![]() Posts: 551 |
Few tips for new maps. Some of them won the Make Something Unreal Contest.
ONS-Mothership Battle around and inside colossal crashed spaceship. The map is missing adequate vehicles, some spacefighters can be used like on this map. Weaponlockers need to be edited as well. Unreal Playground forum thread here. ![]() ![]() ![]() ONS-ToonCountry The most beautiful cartoon map ever. Poor performance, no ECE vehicles, bad weaponlockers, maybe the link setup could be better. ![]() ![]() ![]() ONS-RoadRage Fallout-like map, battle for a large bridge. Poor gameplay with more players, ground floor should be used too. ![]() ![]() ![]() VCTF-AggressiveAlleys2004 Well known VCTF map, city fighting. Might be very interresting as ONS. ![]() ![]() ![]() Request has been also published on Omnipotents forum.
Last edited by: foibos Jul 27, 2010 10:07 AM
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crusha_k_rool • PM |
Aug 28, 2009 10:17 AM
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[GSPB]Crusha
![]() Posts: 926 |
Mothership shouldn't be edited without the explicit agreement of the author.
You should always look in the readme before modding. Some authors say that it is allowed to edit the map, some doesn't say anything about it and some, like the one of Mothership absolutely forbid it. And "nobody does care" is NOT an argument to just take the intellectual property of someone and change it or use parts of it. I asked for the permission using a mail-address that I found in an old forum-post on Titan, but I got no reply. So because of this I don't put my hands on it. If the Omnis can get the agreement somehow, then it all seems to be alright, but without it it would be wrong to edit it or just from you to ask anyone to do so. ![]() |
foibos • PM |
Aug 28, 2009 10:57 AM
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Foibos
![]() Posts: 551 |
I've found the author's nick on few more webs:
http://forums.beyondunreal.com/showthread.php?t=144562 http://forums.epicgames.com/member.php?u=1264081 (last online this year!) |
crusha_k_rool • PM |
Aug 28, 2009 11:00 AM
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[GSPB]Crusha
![]() Posts: 926 |
Well, you are probably registered on more Unreal-forums than I am. If you can can send him a private message, then this would be nice.
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foibos • PM |
Oct 07, 2009 6:51 PM
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Foibos
![]() Posts: 551 |
ONS-H.U.G.E._BETA
Probably the biggest map ever made (12x size of RedPlanet), suitable especially for Wyverns. Or the spacefighters. ![]() ![]() ![]()
Last edited by: foibos Oct 07, 2009 6:52 PM
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m-knell • PM |
Oct 08, 2009 10:56 AM
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M-knell
![]() Posts: 130 |
Such huge maps IMHO couldnt be interesting even with 32 players. Tooo big. Even with fast vehicles. I dont remember the name of map we have on Techcom, by BadWolf. A lot of open space with water and rocks, kinda seashore. Its boring. Only few players care of nodes, others just flying and drivin around and shootin each other till end of round, or writing in chat how boring is this map
![]() Toon map above looks very attractive ![]()
Last edited by: m-knell Oct 08, 2009 10:58 AM
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foibos • PM |
Oct 12, 2009 2:16 PM
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Foibos
![]() Posts: 551 |
Last edited by: foibos Oct 12, 2009 2:17 PM
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pegasus_ • PM |
Oct 12, 2009 2:34 PM
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Non-member
![]() Posts: 234 |
Ummmm, it's a 58meg download. Do you really wanna start messing and tweaking a beast like that? Even if its textures were to get a whole lot of optimization, it'd still probably end up being bigger than any map currently on TechCom :/. And with repeated versions, like we tend to do... oh, boy.
Edit: it's a "floating city" type map that takes absolutely no advantage of the z-axis. When unpacked, it's 155megs in total (5 support files at ~130megs plus another 20 for the map itself - textures' file is 115MB on its own!!), which is completely absurd. As expected, there's lots of gratuitous textures splashed around the map on billboards, static meshes and such, for no good (read, gameplay) reason and only making the big map colourul in pointless and inconvenient ways. The node design is an octagon-shaped setup with the cores being on opposite ends and the nodes all connected linearly (only one path from one core to the other forcing teams to fight through every single one), making this an endless back n' forth at the middle. I dunno if there are other link patterns available, but I couldn't find them. Weaps like the shock and avril were missing from most nodes' lockers, and considering almost all parts of this map are exposed to the open skies, the many raptors and cicadas spawning on almost every node dominate everything, meaning peds are screwed. The readme file mentioned there's an ion tank hidden somewhere as well, but I didn't notice it, nor would it make much of a difference on a map like this. Tanks roaming around were hard to spot when flying too because if the ground colour at times. Other than that, no clever provisions, pickups or safe shortcuts to help players on foot make a difference in the match - there are some superweapons (on a particular node mirrored at each side, a target painter is supplied by the weap locker!), but their impact in the overall progression of the game (or lack of) is probably minimal; dumbed down mapper choices everywhere. Anyway, IMO Meteor City brings absolutely nothing new to the table and if we didn't already have dozens of maps with a similar gameplay style, except better in almost every other way, it might have been worth wasting time to try and improve. But, thankfully, we do and we don't have to. You can safely skip this one.
Last edited by: pegasus_ Oct 12, 2009 4:04 PM
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m-knell • PM |
Oct 13, 2009 3:23 AM
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M-knell
![]() Posts: 130 |
Dont know about gameplay, but i dont like the way this map looks. Well, lets wait for other opinions
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crusha_k_rool • PM |
Oct 19, 2009 7:00 PM
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[GSPB]Crusha
![]() Posts: 926 |
I was asked by Salko if we could put this map on the server:
ONS-GZ Fortis Erectus And Snuff is really missing ONS-Darkwood_Forest. It was on the server already but he thinks with a bit editing it could be fun. ![]() |