View Full Version : [FINAL RELEASED!!!] ONS-MZ-ViperLake [pics]
legacy-MarZer
06-26-2004, 04:47 PM
Name: ONS-MZ-ViperLake
Version: Release Candidate 1
Compatibility: UT2004 patch 3236 (MUST have this patch or higher for it to work)
Description: A small onslaught map designed with about 8-12 players in mind. It is set across a large lake and features speedboats (the Kopholus Vipers - latest version 4.0 included with map)
Comments: I liek pie
Screenshot:
http://www.marzerium.com/images/VLs1.jpg
http://www.marzerium.com/images/VLs2.jpg
http://www.marzerium.com/images/VLs3.jpg
Credits: Me, the Kopholus guys for creating the boats and giving me a LOT of feedback
Homepage: [SCB] Forums (http://www.marzerium.com/modules.php?name=Forums)
Download:
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=405515
As I am beta testing the boats too, it would be great if someone could give feedback on both the map AND the vipers! It will be much appreciated! :D
Radiosity
06-26-2004, 07:57 PM
Zip download is broken. It's reading as 3.6mb and then coming up as a corrupted file when it finishes. And I'm not installing a download manager just to try and get it that way. Rar version works though :)
legacy-MarZer
06-26-2004, 11:42 PM
Thanks for the heads up.
EDIT: The zip link should be working now.
legacy-ZAR-4
06-27-2004, 12:04 AM
Cool, nice looking map.
EDIT: This is what i came across after playing:
Textures on water were somewhat stretched when swimming, its mildly hard to get on the steps by the boats, and also when you cant move them, the boats obstruct your path to get on the stairs, leaving you to take the ladder. Oh and most of all, bots are pretty stupid when it comes to flying the raptor.
legacy-MarZer
06-27-2004, 06:23 AM
Thanks for the feedback. I'll look into these issues asap.
Just some notes: The ladders are there so you don't have to go up the stairs and around again (or if the boats are in the way) but I'll move the boats and edit the stairs anyhoo.
The bots being dumb - well, thats a constant - I've been trying to fix this for quite some time, will do some tweaking to see if I can't smarten 'em up
Oh and the stretched water tex I can't fix :cry:
Thanks for the comments!
legacy-nikoS
06-27-2004, 06:36 AM
are you using a fluidsurfaceinfo? because if you are you CAN correct the texture problem, it's something like UTextureScale & VTextureScale near the bottom of the fluidsurfaceinfo section of the fluidsurfaceinfo's properties
legacy-MarZer
06-27-2004, 06:46 AM
Heh about 10 seconds after making that post I realized I could fix the problem... I'm in the editor now :D
legacy-ZAR-4
06-27-2004, 03:10 PM
Originally posted by MarZer
The bots being dumb - well, thats a constant - I've been trying to fix this for quite some time, will do some tweaking to see if I can't smarten 'em up
Well you might want to recheck all the fly paths, and rearrange them or the vehicle. well im a newb, but thats the problem i have when their stupid.
(P.S. Im in the editor too trying to fix my scretched terrain to make it fit in with everything else.
legacy-Pyrotechnic
06-28-2004, 09:50 AM
Nice map (when I finally got on, it says in the description you need the old patch, but it wouldn't work for me till I got the new one) Only thing I can think of is to move the boats closer to the shore so as I double jump onto them, as they are they're just a little too far away (or maybe not and I just can't DJ propperly)
legacy-MarZer
06-28-2004, 10:13 AM
lol that was a typo :D was meant to be 3236
pretty funny considering the build the game installs with is 3186 :bulb:
AnubanUT2
06-28-2004, 03:21 PM
As soon as the download finishes I'm gonna put this baby through the ringer. Can't wait to try it out with the vipers! Again you have my thanks for doing this. In the future if you ever need someone to beta test your maps (specifically people who play SP/IA w/bots, to test the AI and bot pathing, vehicle/turrent support), I'd be more than happy to help out. I really love this game! Peace.
Edited: OMG!!!:eek: :eek: This map is fantastic! This is the best water map I have seen. The water texture may not be the best for the ocean but it looks better than many other maps with enough water to really utilize the vipers, that I've seen. I know there are some bugs ... like tweaking the water, a better sky and that kind of stuff, but HOT DAMN!!!! This map is just a blast ... if you like boating ... for flying (in particular helicopters) you might want ONS-Battleship .... but for open sea fun I think this one is better.
The water looks more like it is being skimmed on for one thing. But I know that the map themes are different so it's not really fair to compare them like that. Actually ONS-Battleship will have you more terrifed about falling in the water (the waves are so large and overwhelming ... you really do feel like you are going to drown). But I digress ... this is an awesome map for boating PERIOD
There does need to be some tweaking in the area of the docks and the middle island .... but nothing big. The latest map allows me to easily jump onto the boat and get going immediately! Currently no other map offers this ... so this gives it a huge advantage. The map has the feel that it was designed specifically for using vipers without turning ONS into a boat race. Big thumbs up for that. One bug that is huge for SP and IA players is the lack of bot support for the vipers. The bots won't even jump in to give you a helping hand so I couldn;t use the weapons. I don't think that this is a map problem though because I have yet to see a bot use any type of aquatic vehicle. If I missed it then please let me know because I really want this type of support from my bot teammates.
But even though bots can't use them yet I know at some point they'll be able to use these at least as well as they use Mantas and Raptors, etc. so I'll wait, and in the meantime I'll have fun just speeding away solo and hoping I can survive enemy fire long enough to help out my team (Although when you are facing the AVRiL it's pretty rough). For now I just need (yes I need :D) more wide open ocean and sea maps so I can just enjoy boating between sieges (but maybe that wouldn't be ONS ... I know that some ONS purists might have strategic reasons why wide open flying and aquatic maps don't lend themselves well to AS or ONS but I believe a good enough mapper could blend the elements together successfully ... this map is a good start in that direction, as always IMHO). But it is funny watching the bots use the other vehicles then just decide to jump in the water and swim instead of just using the boats.
So for me the map more than works ... I love it. I know some may disagree and that's cool but I still say it ranks no. 1 if you wanna have fun on the open seas. I'd rather see some type of water effect than just nothing (and I know this is not the fault of the mappers ... it IS an Epic issue ... even they didn't imagination these types of maps ... at least from the kind of tools they have). At any rate it will get better with future patches and releases on both sides. If this is the beta I really can't wait to see the final. I really do hope that there is a successful resolution to the bot and boats issue ... otherwise us SP and IA loyalists will just have to live with dying more often than not if we jump in the boat ... at least unless someone makes a boat that has a weapon as it's primary fire (I do like the idea of a turbo boost ... but is a horn on every Speedboat really necessary?).
As I type this I'm sure there are some one-man killer speedboats coming out. Perhaps many are just waiting for the bot issue to be addressed before going any further ... not sure. In any event get this map and you will have fun ... that's for sure. I eagerly await the release of the final! Peace. :D :up:
legacy-MarZer
07-03-2004, 05:00 PM
UPDATE: Release candidate 1 is out. See the top post for the d/l link etc
beta 5 to RC1:
Edited download package to include the latest version of the vipers (ATOW) 4.0 beta
Updated the viper spawns with the new dynamic ones:
Fixed a floating tree :D
Fixed an odd pathing issue at the 'castle' nodes
FINALLY got around to putting a radar image in :P
Updated the level preview screenshot to reflect changes
Made the teleporters at the cores two-way
lowered the ice that the redeemer was on so you can actually get on it :D
other minor stuff OMGLIEKWTF
c'm'n'geddit!
AnubanUT2
07-03-2004, 07:24 PM
I'm downloading it now and will probably get back to you tomorrow with my comments. Thanks for being so dedicated big M ... users like me especially aprreciate your perserverance. Man it sounds like this is going to rock. What did you think about my idea of converting this to a VCTF map? Peace.:D :up:
legacy-MarZer
07-04-2004, 12:00 AM
Well, this map WAS a VCTF map before the first release but bot issues lent me to making it an ONSlaught map...
I will make a quick conversion and see how it goes :D
AnubanUT2
07-04-2004, 03:39 AM
I dunno man ... you kind of made sense on the Viper thread ... the evil bots issue. But since they will at least back you up on the boat maybe it would't be too bad. Anyway it's your call . If you make it I will download it ... that's about all I can say. Peace. :)
legacy-MarZer
07-04-2004, 04:34 AM
Err......read my posts? huh?
:bulb:
EDIT: oh yer I got it.... lol
Sorry, I'm having a slow day - been mapping all day so am stuck in editor mode: Slow and dumb :D
legacy-MarZer
07-25-2004, 05:14 AM
Just a bump to let people know I will still be releasing the final of ViperLake. Once HighRise is done, I'll release them both at the same time, possibly in a mini map-pack sort of thing.
kthx
legacy-Harsh_but_Fair
07-26-2004, 05:41 AM
i like pie 2!
legacy-INSTAGIBBLER
07-26-2004, 12:01 PM
First let me say that the water looks great. Second, it is very nice that I can swim in the water and attack the boats from underneath - very sweet.
Raptors can go underwater though :bulb: Is there a way to stall them out and then have them sink if they go in the water? Seems more logical to me.
Only played a few minutes so far... more later...
great little map!!!
legacy-Harsh_but_Fair
07-26-2004, 02:56 PM
Couple of suggestions/ observations (i have only just started taking interest in thread so please don't say ALREADY SAID please ;) )
- put a couple of ramps leaading out of the water onto the powercores on the land. When u could press the right mouse button u could speeed u it into the air.
-also, the boats are not actually in the water, they float on it?????
- put some superweapons under the water, on the lakebed
(that would also require making the lake swallower)
- i would add more ammo on the central core.
There they are and here for your enjoyment is a picture of a chick:
http://www.ansc.purdue.edu/ASREC/employ/chick.jpg
Harsh
legacy-CMan
07-26-2004, 06:50 PM
-also, the boats are not actually in the water, they float on it?????
Hmm, could you get a screenshot for clarification, as to my knowledge the boats seem to be visually correct with the interaction with the water...
AnubanUT2
07-26-2004, 07:41 PM
I just checked and I couldn't see the problem you were talking about. The boats look like they are sitting on the water and there are emmiter effects. Also I took a raptor underwater but it quickly exploded and I couldn't get a Manta underwater at all. But I did run into a weird bug that is hard to reproduce. If I run into the pier with a Manta (the pier "leg" actually) I end up getting stuck ... the Manta get's caught on the wing portion and you can't get off the pole (or whatever it is actually called). It's just like the Wing opened and then closed around the pier. Hope that kinda makes sense. If I run into it again I will be sure to get you a screenshot. Peace. :)
legacy-CMan
07-26-2004, 08:17 PM
That bug is in the karma/collision of the manta vs SMs. You can get that to happen on other static meshs that are thin.. Lightposts, tree branches, etc. Though it is easier said than done, and varies depending on the placement...
AnubanUT2
07-26-2004, 08:39 PM
Originally posted by CMan
That bug is in the karma/collision of the manta vs SMs. You can get that to happen on other static meshs that are thin.. Lightposts, tree branches, etc. Though it is easier said than done, and varies depending on the placement...
Thanks for the info ... good to know that you are already aware of this problem. It shows just how seriously you take UT2K4 and that is great! Also this is information that will very helpful as we develop our mod. Maybe you wouldn't mind joining our forum and givng helpful development hints and also give us any info on bugs we may need to watch out for. Peace :D .
legacy-MarZer
08-15-2004, 06:55 AM
OK guys... heres the final:
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=405515
Have fun!
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