View Full Version : ONS-Grit [FINAL] (Egyptian/Desert themed) [Update:Servers are up]
legacy-CavernTan
07-04-2004, 06:36 PM
Servers Running ONS-Grit:
205.179.167.115 (thanks to Nut_Bag)
66.165.113.64:8888 (thanks to Herryoyo)
64.74.101.103:7777 (thanks to Fragalicious.com)
Download: about 9.1 MB
Download Mirror 1 ONS-Grit (http://www.unrealplayground.com/download.php?mapid=6263) (from UnrealPlayground - registration)
Download Mirror 2 ONS-Grit (http://www.pcgamemods.com/6014/) (from PCGameMods.com - no reg. required)
Download Mirror 3 ONS-Grit (http://nalicity.beyondunreal.com/map_hub.php?mid=7429) (from NaliCity - no reg. required)
Name: ONS-Grit
Map Author: Vance 'Cavern Tan' Tran
Music Author: Shane Hazleton
Version: 1.0
Compatibility: Unreal Tournament 2004
Description: The Wasteland consumes all who attempt to discover its many secrets... The bases of two warring factions reside in the South-Eastern and South-Western regions of the vast desert. The Oasis in the center of the Wastes has miraculous healing properties. Special runes in the Western and Eastern regions call on the power of the Gods themselves to provide protection against foes. The far Northern temple holds great rewards for those who are worthy.
Summary of Major Features TrickTrap Temple: (http://img51.photobucket.com/albums/v155/caverntan/UT2004/ONS-Grit-Beta2-ss1.jpg) Traps and spike pits guard the greatest weapons on the map. (Pedestrian-only area)
Underground people mover: (http://img51.photobucket.com/albums/v155/caverntan/UT2004/ONS-Grit-Beta2-ss2.jpg) Get from the bottom of the map to the top of the map faster than any other vehicle (Peds-only area)
Player Controlled Node-Shields: (http://img51.photobucket.com/albums/v155/caverntan/UT2004/ONS-Grit-Alpha3-ss2.jpg) Buttons at Node 1 and 9. As long as the player stands on the trigger, the shield will be up - however, the player is completely vulnerable while standing on the trigger.
Healing Oasis: Anything within the water's range is healed 10 points per second (Anything==Friendlies, Enemies, Small Vehicles)
7 Link Setups in addition to the Default setup (about 14 nodes total on the map for extra customization)
Screenshot:
25 More High Quality Screenshots are Here (http://www.pcgamemods.com/6014/a)
http://vancetran.com/content/ut2004/ONS-Grit-screens/ONS-Grit-shot3.jpg
http://vancetran.com/content/ut2004/ONS-Grit-screens/ONS-Grit-shot4.jpg
http://vancetran.com/content/ut2004/ONS-Grit-screens/ONS-Grit-shot2.jpg
http://vancetran.com/content/ut2004/ONS-Grit-screens/ONS-Grit-shot1.jpg
Comments:
Installation: Unzip the ONS-Grit.ut2 file into your UT2004/maps/ directory. Unzip the Hazelton-Drax.ogg file into your UT2004/music/ directory.
Credits: I would like to extend a special thanks to the following people:
Shane Hazleton who allowed me to use his music, "Drax".
Mike "Mr. Roboto" Eng for being the original Beta Tester
Nut_Bag for donating game server time. Props to the }SotD{ clan! (http://gamers-asylum.net/)
The Map Exploiters (http://www.gskills.com/forum/index.php?c=19):
Cythes, thaliongor, [Roz], and annihlius
From the Atari UT2004 Beta Release Forums:
=UM=TheMaster, Saito, Murphious, BassGsSpDeluxe, Xyx
Homepage: http://vancetran.com
Addition Information:
Here's the link to the old beta thread. If you want to know more about this map, this is the place to go. It basically tracks the map from idea to finished product. It's like watching my baby grow up *sniff* ;) Also, there are some spoilers to the "secrets" of the map.
ONS-Grit Beta Thread (http://www.ataricommunity.com/forums/showthread.php?s=&threadid=377259)
legacy-DragonSlayer
07-04-2004, 07:13 PM
Looks pretty cool and I'd download it if you have some other links....
legacy-Mr_Caravaggio
07-04-2004, 11:58 PM
I've downloaded it and am enjoying it right now because UP is a great download site. :P
edt: okay, good map, but my one complaint is that the boundries aren't too clearly defined. I was expecting to drive over a hill a few times and hit the outer box wall.
legacy-Saito
07-05-2004, 12:50 AM
I'll give it a run tomorrow
legacy-Murphious
07-05-2004, 02:28 AM
Omg!?
No more praise?
IMO this map is KING of ONSLAUGHT!
How could you ever differ?
This map is one of the best out there and it's got SO many cool features!
This thing is a work of art and for making it, you've done a good deed to the community, this thing kicks ass and it DEFINATLEY going to be played at the next lan!
Cheers!
legacy-J4M573R
07-05-2004, 02:40 AM
Wow.
Awesome map, well done sir!
I don't think I can add much more feedback, I think you got ONS gameplay perfection there.
Triminal
07-05-2004, 09:32 AM
this map truly does own !!!!
(specially cuz im in it :P ty cavern )
unfortunately i haventy found any servers with this map in rotation :(
legacy-DragonSlayer
07-05-2004, 12:14 PM
Thanks for the alternat download.
Yes a great map definitly one of the top 5 that I've played.
Great job!
legacy-CavernTan
07-05-2004, 02:54 PM
Thanks for the support, everybody! I think Nut_Bag might put the map on his server soon. I'll also contact ladyslayer from Cain's server and see if my map can be put in rotation.
legacy-=UM=TheMaster
07-05-2004, 04:14 PM
This is one of the best ONS maps out there, folks, with some awesome totally unique features like the node shields and trap temple. Plus fans of egyptian themed maps finally get a great one for ONS.
Pick her up.
:up:
Excellent Caverntan node link setup, by the way. :)
legacy-C44U
07-05-2004, 05:42 PM
you might want to correct the texture problem on one of the big pyramids... the texture in one of the grooves is stretched.
Edit: it's actually on both big pyramids... on the same side too.
legacy-CavernTan
07-05-2004, 06:47 PM
Originally posted by C44U
you might want to correct the texture problem on one of the big pyramids... the texture in one of the grooves is stretched.
Edit: it's actually on both big pyramids... on the same side too.
Yeah, sorry about that one. I don't have any 3d modeling skills yet, so I didn't change them (they're not mine, they're by Digital Extremes). I hope to add 3d modeling to my skill-set for my next project. ;)
legacy-Indigo7
07-06-2004, 09:33 AM
I love the map. Unfortunately it owns my server at the moment, which is running an Athlon XP 1800+. CPU goes to 100% and makes it unplayable for everyone. So I had to pull it from the rotation..
I am hoping to drop a 2700+ in there to fix the problem, but I'd like to hear from others running this map on their 18+ player server: How does it run, and what server hardware do you have?
legacy-~RIP~Maverick=F
07-06-2004, 10:58 AM
Nice map, a bit big, but good. I was gonna put it on our Clanserver, even the music suxx big time (sorry, buts it disastrous, sounds like out of a Gameboy-Game).
The reason we couldnt put it on the maprotation is, that we have to redirect the download for every map cause we play a lot of custom maps and therefor a lot our visitors dont have the mapfiles. Redirecting is essential for us. And here comes the problem with that map:
Our server cannot compress the map-file for the redirect-preparing. Its fails with a message "corrupt file or part of a file missing, cannot compress". We surely cant put redirect the uncompressed map with 17.5 MB, so no ONS-Grid on our server. Hopefully the mapmaker knows what i am talking about and fixes it.
legacy-CavernTan
07-06-2004, 12:05 PM
Originally posted by Indigo7
I am hoping to drop a 2700+ in there to fix the problem, but I'd like to hear from others running this map on their 18+ player server: How does it run, and what server hardware do you have?
You should PM Nut_Bag. He's been running beta versions of of my map with a lot of success.
~RIP~Maverick=F:
You should set the redirect to:
http://www.vancetran.com/content/ut2004/ONS-Grit.zip
Again, if you have some trouble, you might want to PM Nut_Bag.
BTW, I know... a few people don't like the music. It's easy to delete it from the UT2004/Music directory. I personally like it.
legacy-::GiBlitZ::
07-06-2004, 12:53 PM
This is a fun map. My system allows me to put in just about anything without suffering too much. I don't play online, but with a full batch of Bots, it's great. Dunno what node setup I was playing [random] but it was fun to run around with all the Bots and order some of them to defend various positions, then get into a raptor, go high and look down on ALL the battles taking place. The permanent smouldering tanks helps to give a good battle effect.
With just the right mix of mutators etc that I use, I'll be playing this map a fair bit.
It's a pity about the glitches and such [ I have no idea of the technical terms ] but hopefully the author will release a refined version. The invisble boundaries are a real piss off, but I can live with that coz the fun factor helps balance the annoyances.
Thanx for a great map. :up:
[ PS - wasn't expecting those spikes - hehe, ah well, it was a quick death.] :)
legacy-CavernTan
07-06-2004, 03:33 PM
I think the "invisible boundary" is fairly clear. First of all, the surrounding dunes are unnaturally higher than the rest and (to me) look like a border. Secondly, the Radar Map shows that you are at the edge of the map.
legacy-NeoPhoenix
07-06-2004, 03:40 PM
Very nice map, very hectic too :). The few things that could be fixed is the satellite lock on, and the fps. The FPS are good for the most part, but there are a few places where it dives into the 20's or teens, especially when flying. Fog might help with the flying part, just make sure u make it a sand color, gray fog would look weird.
And what is with the satellite by the leviathan? it only seems to activate on the hill than once ur past the hill it stops. If its suppose to be a deterrent, you should increase the activation area. As of right now it's useless and annoying at most.
Other than those two things, the map rocked, good job, and awesome music. :) :up:
legacy-Nut_Bag
07-06-2004, 06:52 PM
Originally posted by ~RIP~Maverick=F
Nice map, a bit big, but good. I was gonna put it on our Clanserver, even the music suxx big time (sorry, buts it disastrous, sounds like out of a Gameboy-Game).
The reason we couldnt put it on the maprotation is, that we have to redirect the download for every map cause we play a lot of custom maps and therefor a lot our visitors dont have the mapfiles. Redirecting is essential for us. And here comes the problem with that map:
Our server cannot compress the map-file for the redirect-preparing. Its fails with a message "corrupt file or part of a file missing, cannot compress". We surely cant put redirect the uncompressed map with 17.5 MB, so no ONS-Grid on our server. Hopefully the mapmaker knows what i am talking about and fixes it.
PM me your email address and I will email you the compressed version.
BTW I will have the final version on my server as soon as our clan admin puts it on the redirect server.
205.179.167.115
legacy-Nut_Bag
07-06-2004, 06:58 PM
Originally posted by Indigo7
I love the map. Unfortunately it owns my server at the moment, which is running an Athlon XP 1800+. CPU goes to 100% and makes it unplayable for everyone. So I had to pull it from the rotation..
I am hoping to drop a 2700+ in there to fix the problem, but I'd like to hear from others running this map on their 18+ player server: How does it run, and what server hardware do you have?
Seems to run just fine on my 20 man ONS Server. 2.4P4 533, 1GB Corsair running in dual channel at 400MHz, 40GB HD. What OS do you use? I use MS 2003 Server Enterprise Edition and run UT2004 as a service. CPU never hits 100%. It did when I was running the server on 2000 pro.
legacy-CavernTan
07-07-2004, 02:40 AM
Originally posted by NeoPhoenix
The FPS are good for the most part, but there are a few places where it dives into the 20's or teens, especially when flying. Fog might help with the flying part...
And what is with the satellite by the leviathan? it only seems to activate on the hill than once ur past the hill it stops. If its suppose to be a deterrent, you should increase the activation area. As of right now it's useless and annoying at most.
Fog will help, but it will destroy the nice skybox visuals. I've tried it before and it just doesn't look right. Notice that most ONS maps don't have nice skies unless they are surrounded by high terrain. Fog doesn't work well when you can see the horizon - that is, unless the horizon is the fog color. So, I couldn't use fog because I wanted dunes, not a desert in a box - and I wanted the nice pyramids in the skybox to show up.
The Ion Cannon Volume is definitely a deterrent. It means you can't just do a short cut over the hill and make it to the base. It's clearly marked in-game (by the dead vehicles, craters, and smoke and on the Radar Map flashing blue).
legacy-herryoyo
07-07-2004, 04:07 AM
I loaded it up yesterday, but have yet to have a good game on it. Hopefully I can pick up a full house tomorrow (16 people) and get some rounds in.
Personally, I really dig this map. (Running the CavernTan link setup)
legacy-CavernTan
07-08-2004, 12:39 AM
Originally posted by herryoyo
I loaded it up yesterday, but have yet to have a good game on it. Hopefully I can pick up a full house tomorrow (16 people) and get some rounds in.
Personally, I really dig this map. (Running the CavernTan link setup)
Are you running a public server? If so, I'd like to play. :D
legacy-herryoyo
07-08-2004, 03:30 AM
Yessir!
I don't get much traffic unless it's the evening and I'm on it, but...
Herryoyo's House of Pancakes
Custom ONS and other stuff
66.165.113.64:8888
Had some good matches tonight before work. :D
legacy-Nut_Bag
07-08-2004, 05:04 PM
ONS-Grit up and running @ 205.179.167.115 and its finally on redirect.
legacy-Indigo7
07-08-2004, 06:01 PM
Originally posted by Nut_Bag
Seems to run just fine on my 20 man ONS Server. 2.4P4 533, 1GB Corsair running in dual channel at 400MHz, 40GB HD. What OS do you use? I use MS 2003 Server Enterprise Edition and run UT2004 as a service. CPU never hits 100%. It did when I was running the server on 2000 pro. OS: FreeBSD 4.10 stable. I am thinking a 2700+ Athlon will fix this problem and I should be able to run 20 players on it.. hopefully I am right.
legacy-Naugahide Ninja
07-08-2004, 08:38 PM
First of all I think that this is a really good map. I do have two gripes though, playing on default node setup is crazy there's more than enough nodes here for two maps. And 'B' I hate the music, it not only doesn't dit the map it's just plain bad. Other than that though it's really a blast to play...
legacy-CavernTan
07-09-2004, 03:50 PM
w00t! More servers are running my map.
Servers Running ONS-Grit:
205.179.167.115 (thanks to Nut_Bag)
66.165.113.64:8888 (thanks to Herryoyo)
64.74.101.103:7777 (thanks to Fragalicious.com)
Herryoyo, is your server west-coast? If so, around what time do you play?
In other ONS-Grit news...
I'll consider making a second edition of my map with the ArcticStronghold music in place of Drax (the ArcticStronghold music was going to be the music for Grit in the first place). I also need to fix a few bugs in Grit, so a second edition might be nice.
Oh yeah, here's the poll I put up in General Discussion. Nearly half said they didn't like it. Sigh.
http://www.ataricommunity.com/forums/poll.php?s=&action=showresults&pollid=8767
EDIT: They didn't like the music. Generally, people like the map.
legacy-Nut_Bag
07-09-2004, 04:20 PM
Originally posted by CavernTan
Oh yeah, here's the poll I put up in General Discussion. Nearly half said they didn't like it. Sigh.
http://www.ataricommunity.com/forums/poll.php?s=&action=showresults&pollid=8767
What do they know? They just haven't played it. Almost everyone who plays it on my server always comments its a kick ass map! I do have to kind of agree on the music, not my cup o tea but I usually get so into the game I don't even hear the music anyway. PM me if theres an update and I'll get it running ASAP.
legacy-Murphious
07-09-2004, 07:33 PM
:up: :up: :up: :up: :up:
Oh My God!
A second edition is gonna rock!
Thanks ALOT!
Cheers!
legacy-herryoyo
07-09-2004, 09:20 PM
I'm Mountain time, so sorta west coast. Generally on nowish, although I just woke up so I'm still staggering around the house incoherently.
Nightshifter.
legacy-Mr. Roboto
07-09-2004, 10:38 PM
Something interesting about the music is that when played the music in WinAmp I was thinking to myself "What is CavernTan thinking? This music doesn't fit!" However, as I test played the final version with a few bots to get re-familiarized with it (as there were serious changes) the music started feeling more natural and befitting of the techno-egyptian theme.
To those that dislike the music, I'd say that you should play a few matches with the music levels at around 20% (or whatever default is) and around 10+ people in the match. The music certainly does grow on you if you keep an open mind.
legacy-CavernTan
07-10-2004, 02:18 AM
What do I hope to accomplish with the night version of ONS-Grit? Better performance (via black fog), fix a few bugs, and change the music. Plus it should change up the strategy a bit, since you can't see clear across the map anymore...
ONS-GritNight
http://img51.photobucket.com/albums/v155/caverntan/UT2004/GritNightPreview.jpg
soon...
legacy-Mr. Roboto
07-10-2004, 05:58 AM
"Darkness, darkness, hide my yearning, For the things I cannot see
Keep my mind from constant turning, To the things I cannot be
Darkness, darkness, be my blanket, cover me with the endless night"
Don't forget to use these sounds in this "remix"
OutdoorAmbience/crickets3 for general night effect mixed with the wind (even though I don't think that crickets exist in that sort of desert)
Alternately OutdoorAmbience/exterior11 could be used for general night effect in some areas
OutdoorAmbience/creature1 for use around the oasis as nocturnal pond things might be out then
Alternately OutdoorAmbience/frog1 could be used as well
GeneralAmbience/Chimes would sound good for the oasis in both versions.
legacy-ThePerfectCore
07-10-2004, 06:36 AM
A request for the night version:
Well, two requests, really.
-Turn down the volume level on the voices near the super weapons tomb. I can hear them at the north nodes and after a while it gets annoying.
-Add some more ammo to the weapon lockers. 70 units of link ammo runs out pretty fast, and only 5 AVRiLs reminds me of hellish moments on Nevermore. :X
legacy-Mr. Roboto
07-10-2004, 09:17 AM
I was playing around in Unreal Editor to see if I could figure out what was going on with the "Vehicle Damage Smoke" emitters near the Leviathan and I managed to see some sort of setting for occlusion of sounds—that may help with the "TortureLoop" traveling too far outside of the tomb.
Hmmm...more AVRLs might be good as you did double the number of Raptors. I mean it didn't seem to be an issue in that 4 v 4 match that we played, but then again we were never pinned by 2 Raptors plus ground support vehicles at the same time. However, I find that dumbfire rockets seem to work pretty well on moving and stationary ground based vehicles as the dunes usually get in the way of locking with an AVRL unless you're within around 50 feet from them (about the diameter of each pit between dunes).
However, I did notice that yes there isn't a whole lot of link ammo. I mean it does certainly encourage linking, but does force a person to only build a node about 33% before having to move to the next one if they're doing a one man mission to build up a far node (the first pick up of the link from the rack gives you a fair amount of ammo, subsequent pickups offer a fair amont less). I just figured that I this was merely an issue of my testing the map with bots and not enough people linking to me (I suppose I could have told them to "cover me", but then again they often kept knocking me aside with Mantas and Scorpions when I did that).
legacy-Cainslair
07-10-2004, 12:48 PM
I'll also contact ladyslayer from Cain's server and see if my map can be put in rotation.
Why not ask Cain?? :D
I'm gonna download it now and maybe put it in the rotation tonight, or tomorrow AM.
-- Cain
legacy-CavernTan
07-10-2004, 01:20 PM
Originally posted by Cainslair
Why not ask Cain?? :D
I'm gonna download it now and maybe put it in the rotation tonight, or tomorrow AM.
-- Cain
Lol! I didn't want to bother you directly, since you probably get a deluge of requests from other mappers already. This is awesome. I feel I've "made it" as a mapper when my map is on Cain's. Thanks!
Mr. Roboto: I'm already a head of you on those ambient sounds. Most of the ones I've placed in the map are the same as the sounds you've suggested.
ThePerfectCore: Alright, I'll keep those two things in mind when I work on ONS-GritNight.
Everyone: I'll put up a version of GritNight in the Beta Forums soon and put a link to it here.
legacy-Noz
07-10-2004, 02:09 PM
Very average map imo.
Reasons:
- terrain is nothing but little hills all over the place which makes it impossible to really tell where you are except for looking at the radar.
- only 1 terrain texture, no blending at all.
- the little oasis thing sure is little, the water is yelloo.
- invisible walls, no natural boundry, you just crash into the map's ending.
- quite bad fps for such a bland map.
- indoor architecture is really boring as well.
- bland, there isn't any decoration at all.
- horrible music, i just deleted it again.
- no z-axis.
- no ambient sounds.
As a first map it's quite ok, i've seen WAY worse first maps but it's definally not a good map.
This is just my opinion so don't flame me (hides).
legacy-CavernTan
07-10-2004, 03:48 PM
Originally posted by Noz
Very average map imo.
Reasons:
- terrain is nothing but little hills all over the place which makes it impossible to really tell where you are except for looking at the radar.
- only 1 terrain texture, no blending at all.
- the little oasis thing sure is little, the water is yelloo.
- invisible walls, no natural boundry, you just crash into the map's ending.
- quite bad fps for such a bland map.
- indoor architecture is really boring as well.
- bland, there isn't any decoration at all.
- horrible music, i just deleted it again.
- no z-axis.
- no ambient sounds.
Rebuttal (not a flame):
-once you play the map a few times, it's quite easy to pick out the land marks such as the 2 large split pyramids, the vehicle smoke, etc...
-there is texture blending around the architechture. Also, there's not much to a sandy desert you know. it's just sand.
-you need to check your color settings. The oasis is clearly aqua colored. And we can't have the oasis taking up a large area now, can we? Water is a premium in the desert...
-Bounds are clear. The dunes are not shaped like the other dunes. Also, use the radar...
-great fps on the ground. bad fps when you're in the sky (because there's no fog in a desert...). I hope to resolve this performance issue in ONS-GritNight.
-I'll grant you that the indoor architechture is bland
-now, the desert overall is supposed to be bland. It's a desert. Putting all of that architecture on the map is already pushing it.
-people have complained about the music - this will be taken out in the next edition
-No z-axis? What about standing at the top of a dune and shooting down? The Dunes alone are plenty of z-axis action. You can shoot down from the roof of the pyramid to the core. Isn't that z-axis? Raptors?
-No ambient sounds? There are wind sounds outside. There are "woo" sounds inside the bases. There are torture sounds in the TrickTrap Temple.
legacy-Noz
07-10-2004, 04:11 PM
- Z axis is minimal, i don't call some little humps z-axis.
- Might have missed some ambient sounds.
- Fps is bad when looking from one side from the map to the other.
- The desert doesn't have to look this bland, take a look at ons-cbp2-mirage, ons-cbp2-argento and ons-cbp2-brassed for some good desert examples.
- The bounds are not clear, that's why i'm mentioning them. If they would be clear then i wouldn't crash into them.
Anyway, keep it up, i think you can do something nice for your next map.
legacy-t3h_Isotope
07-10-2004, 08:29 PM
On one of the split pyramids with the target painters on top, there is a texture error, it's that darker stone color with the blue detail. Part of it is stretched. It's the side that has a little pad or whatever on it, at the top.
Great map, CavernTan. The underground transit is cool, but a person could just as easily use the nodes... Unless there are more than 1 link setup... Oops.
legacy-=UM=TheMaster
07-11-2004, 12:05 AM
Whoa, I'm digging GritNight. :up:
legacy-CavernTan
07-11-2004, 12:30 AM
Here's the link to ONS-GritNight-Beta1
http://www.ataricommunity.com/forums/showthread.php?s=&postid=5333710#post5333710
Feedback is welcomed and encouraged.
legacy-Mr. Roboto
07-11-2004, 01:21 AM
Actually I like to use the "underground" as a means of invading node at the exit furtively as teleportation doesn't always get you close enough and sometimes arriving in a vehicle is a bit too noisy.
As for the texture error, it's a prexisting static mesh as far as I understand from my communications with the author (personally I think the vertices are wound the wrong way).
The only one of the "stock" ONS maps that has a lot of Z-Axis is ONS-Ascendancy. When I first played that map I was pretty much blown away by the sheer amount of Z-axis (so much so that jump pads are a necessity). Dria has a bit. Neither Torlan, nor RedPlanet have much Z-Axis, nor FrostBite (the bases and the center node are really the only spots), nor Primeval. ONS-Dawn has some, but mostly in the form of the ridge and valley.
legacy-Nut_Bag
07-11-2004, 11:09 AM
ONS-GritNight-Beta1 up and running at }SotD{Smelly Balls ONS 205.179.167.115
legacy-CavernTan
07-11-2004, 12:42 PM
Awesome, Nut_Bag! I really appreciate it..
legacy-CavernTan
07-11-2004, 09:19 PM
ONS-Grit-SE-Beta2
Optimized Day version of ONS-Grit
http://www.ataricommunity.com/forums/showthread.php?s=&postid=5336584#post5336584
legacy-CavernTan
07-13-2004, 10:57 PM
Pick your poison...
ONS-Grit-SE and ONS-Grit-Nights are here!
Daytime Grit...
http://www.ataricommunity.com/forums/showthread.php?s=&threadid=398460
Nighttime Grit...
http://www.ataricommunity.com/forums/showthread.php?s=&postid=5344886
Both optimized!
legacy-Staind
12-06-2004, 05:11 PM
First of all, this is a great map. It's a blast to play, and searching for and through the hidden sections is fun also. I think that it would be even better if you updated it to add the new vehicles, though. Cicadas and SPMAs would make gameplay even more challenging and more fun. That is the only possible complaint that I can come up with for the map. I am very pleased to have found it, and I will continue to enjoy attempting to master it.
Piglet
12-24-2004, 07:00 AM
Grit Nights :up: :up: :up:
Plays brilliantly with 32 players.
However it does start to put real strain on the server (Opteron 250) and clients when down to the last node or two and you have 32 players all flacking each other in a small area.
I do think an ECE version of the map would be awsome. You may have to up the black fog a little for performance though.
Great work. More please!
legacy-VelvetDark
12-25-2004, 01:00 PM
I am ThePerfectCore, and I approve this map.
legacy-Hedge_o_Matic
12-26-2004, 07:02 PM
I like this map a lot, although I have to agree that the music is awful. I actually read the manual to find the music player feature, to get rid of it. Other than that, it's got a bunch of great features, though the border with the skybox is a bit too clear, imo. I think the ion cannon volumes are great, especially with all the destroyed vehicles, and the radar map showing it. Very nice going.
EDIT
Grit nights... whoa, Nelly! Sweet.
100GPing100
07-01-2010, 09:25 AM
Could some one post a new download link?
Darkemule
07-01-2010, 09:35 AM
ONS-Grit (http://www.unrealplayground.com/forums/downloads.php?do=file&id=3071)
ONS-Grit-CLR (http://www.unrealplayground.com/forums/downloads.php?do=file&id=3452)
ONS-Grit-Nights (http://www.unrealplayground.com/forums/downloads.php?do=file&id=3134)
ONS-Grit-SE (http://www.unrealplayground.com/forums/downloads.php?do=file&id=3133)
enough? :p
100GPing100
07-01-2010, 10:00 AM
yes thanks :D
lilalurl
07-07-2010, 06:00 PM
enough? :p
Let's not forget the 32 players version (includes some fixing on the node shield at the primary node):
http://ut2004.titaninternet.co.uk/forums/showthread.php?p=148761#post148761
Skillz
07-08-2010, 05:17 AM
http://ut2004.ut-files.com/index.php?dir=&search=grit&search_mode=f
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.