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    ONS-Rail [Beta] [Pics]

    Name: ONS-Rail

    Version: Beta 15

    Compatibility: UT2004 v3669 (dunno if ECE is required, but I consider it stock)

    Description:
    PlayerCount: 12-28 (if you like mayhem, of course )

    L.M.S. 7, once a refueling and distribution center between the mining regions west of this valley and all areas east, now is nothing more than a rusting monument to a forgotten age. Obsolete and in disrepair, Liandri recently acquired the entire compound at a moderately low cost and is using the central dispatching area for large teams in sanctioned competition.

    Comments: This is a conversion of CTF-Rail, the original author gave the permission to modify this map to someone from )o(, but that someone asked me if I would like to do the edit and so I did.
    This is for sure not the final version, but I will probably need my UltimateONSTools finished in order to improve this more.

    From Beta 13 on, this map uses the new UT3 Jumpboots by Wormbo, which trigger only on midair jumps and have some other improvements. Enjoy!
    From Beta 15 on, this map uses the new OnslaughtSpecials by Wormbo (myLeveled in this case, any future releases will definitely implement the external package version with translations).

    Known issues:
    -Bots can easily get stuck at ladders. I raised the path costs to ladders, so bots will hopefully only use them when they really need.

    Screenshot:
    [SHOT]http://img24.imageshack.us/img24/2296/shot00070m.jpg[/SHOT]
    [SHOT]http://img94.imageshack.us/img94/800/shot00069q.jpg[/SHOT]
    [SHOT]http://img145.imageshack.us/img145/8581/shot00067.jpg[/SHOT]


    Credits: Author of CTF-Rail: Michael Rice "1973"; Conversion to ONS and some modifications to the map itself: Crusha (me) ; Wormbo for coding the UT3 JumpBoots and OnslaughtSpecials.

    Homepage: Freelancer Forum

    Download: Link (10.31 MB, 7zip)




    Changelog (the stuff that I could find, didn't write all down in the beginning…):
    Beta7
    -Removed middle Node.
    -Added two more nodes as in Destroyer's version.
    -Changed the position of the carts and removed a few to better cover and also open up the node-areas.
    -Removed many pickups and also eased the botpaths this way.
    -Added doors to the halls (except the core-halls), some of them are closed or only partly open to give the attackers a bit more cover from fire that comes directly from the core.
    -Removed the SSR (the other superweapons weren't even included in old Beta4).
    -Found better positions for playerstarts to not spawn in weaponlockers.
    -New Linksetup and an alternative one! The alternative is like ChainsIsile, the default one too, but without having the nodes in front of the core connected to each other, so this way the loosing team needs to destroy only one node to secure their prime.
    -Remade my radar-map to suit the new changes. Unfortunately I chose a lower resolution for it this time, but you probably won't even notice.

    Beta10
    -Improved performance! That's mainly due to closer distance fog which blends better with the new skyring I created. However, the skyring gives this map a slightly darker look, like bad weather at the horizon. But the lightmap size has also been reduced.
    -New Node! I changed the linksetup considering the new node, it should be easier to hold some nodes now and the Z-axis gains importance in the game.
    -Because of that, I changed location and number of jumpboots, they are more important now.
    -The gaps on the roof between the center nodes is closed now. This should force more players into a direct battle instead of taking the sneaky way from above. The place is still accessible with jumpboots or if you invest some time, though.
    -New U-Damage. Nobody should live long enough to turn the whole game with it, but it adds some more drama into this.

    Beta11
    -Removed PlayerStarts on ground.
    -Removed ladder to make access to primary node's roof harder.
    -Changed Linksetup to a more fair one.

    Beta 12
    -Center node builds up twice as fast as usual.
    -Changed location of Jumpboots from roof to base.
    -Added portable warhead 'kamikaze' to the small building infront of the bases. It respawns after 90 seconds for now (later probably 60) and can be activated with the Use-key. It is still possible to use the teleporting system of ONS while carrying it.

    Beta 13
    -Added switches to the storage halls that allow to open and close the doors (but all doors can be never closed at the same time).
    -Adjusted the Kamikaze Nuke: it rotates now, doesn't look like plastic anymore, respawns after 120 seconds and also creates the ticking sound in online games.
    -Changed default linksetup.
    -Changed from Boots of Jumping to Wormbo's UT3 Jumpboots, which also come with a special PathNode to tell bots where they can jump. However, the bots don't really know when it's the right time to jump, so this map is thought to be played with humans.

    Beta 14
    -This beta doesn't exist, I just confused the version numbers during development.

    Beta 15
    -Removed rockets from central area.
    -Fixed problem with bots being completely useless once the doors have been switched.
    -Replaced all Nodes with the newest version of Wormbo's OnslaughtSpecials… you might like that.
    -Central Node is now… well, depends on the linksetup
    *Maybe you should try the non-default linksetup first. In that is the Center Node independent, means the defending team has less pressure on it's Prime Nodes and can even try to take the Node to spawn in the attacker's back. But you lose the ability of cutting the enemy Node line off.
    *The default linksetup looks on the first look like the old one, but now the Center Node is always vulnerable, even if the defenders didn't build any of their Prime Nodes, making it a bit more possible to free themselves from the pressure of three Nodes. However, they can only destroy the Node when it's not linked by them, to capture it they still need to built a Prime Node.

    #2
    Originally posted by Crusha K. Rool View Post
    Name: ONS-Rail
    ...
    Ok, that's all I remember. What I really would like to forget is, that rebuilding the path network in this map takes about half an hour even on my high-end PC. And I rebuilded it maaaany times because the bots always got stuck at the ladders. -.-
    Make teleporters or jumppads instead if the problem is still present. Tomorrow I'll take a look if they still get stuck at the ladders

    Comment


      #3
      Oh, they only get very rarely. Otherwise they wouldn't have gone up to the center node in my screenshots.
      They handle the pipes pretty well, btw. Humans need to watch out with every step they make, but bots can jump and dodge around up there and are very likely to stay up on the pipes.

      And I will not use any Teleporters or Jumppads in this map, that would ruin the atmosphere. A known issue is for now, that the JumpBoots don't spin while the Health Vials do, actually it should be the other way around. :/
      Also, the JumpBoots trigger on the first jump (not on double jump) and are not detached after running out in netplay. Wail of Suicide is working on a fixed version of them, but he probably forgot about me again.

      However, the paths are pretty stable right now, everything works fine, so there is no more need to rebuild them very often. And if I have to do so, then I can still watch Digimon or Star Trek on Youtube.

      Comment


        #4
        LOL The paths must be very complex!

        Comment


          #5
          Originally posted by Sly. View Post
          LOL The paths must be very complex!
          You can for sure tell just from the screenshots and without having played the map…

          Please keep the comments here constructive.

          Comment


            #6
            Tested this map. No bugs found, AI works. :up: Good work!

            Comment


              #7
              Updated first post to Beta 12. Should be easier to break the draw situation at the center now, you just need to build the node quick enough to surprise your enemy and nuke his nodes quickly.

              Comment


                #8
                Wow. I remember this map. Beautiful.

                Nice to know I'm not the only guy who still works on old maps and perfects them.

                Nice Job!

                Comment


                  #9
                  Updated to Beta 13, enjoy the changes.

                  Comment


                    #10
                    Looks a little similar to UT3's VCTF-Rails

                    Comment


                      #11
                      First of all: Great map. I had fun with your ONS-Rail Betas.
                      But I noticed that you didn't fix a few things which could make this map even better.
                      That's why I made this review (can't wait for the final version):

                      First of all, there's the bot AI. Everything works great except this single place.
                      It's near the blue base. I don't know what these bots wanted to do, but they were walking straight into the wall all the time :/
                      Here's a screenshot:
                      [SHOT]http://img534.imageshack.us/img534/5637/onsrailbug.png[/SHOT]

                      Another thing I've noticed is that the performance is still bad at some places
                      When you take a look at this passage
                      [SHOT]http://img143.imageshack.us/img143/8793/onsrailperformanceavg14.png[/SHOT]
                      you'll notice that the performance is very very bad. Average fps: 14 (at least on my computer)
                      You could fix this by converting a few things to static meshes. For example: You could make one big static mesh out of the rails (with all the wooden planks and collumns), but I'm not sure, if this would increase the fps a lot but it could be worth a try.
                      (I know you want to stay as close as possible to the original and that might be the problem. You have no possibility to change big parts of the map's architecture)

                      Furthermore I would remove this part from the skybox: I mean, what is that??
                      [SHOT]http://img576.imageshack.us/img576/6191/onsrailimprovement.png[/SHOT]
                      I don't know why there are that many polygons but the performance could be increased, if there wouldn't be these static meshes. It's only on the red side of the skybox.

                      To compare it: If you take a look at the red base you have only max 14fps but if you take a look at the blue base you have about max 18fps.
                      Here is a screen of the blue side of the skybox:
                      [SHOT]http://img36.imageshack.us/img36/6954/onsrailimprovement2.png[/SHOT]
                      Might be that you didn't notice it but you could remove it if you don't need them for anything.

                      Then I would take a look at this:
                      [SHOT]http://img293.imageshack.us/img293/1659/onsrailbug2.png[/SHOT]
                      A very simple solution would be to subrtact a bit space under the powernode and to lower it so that it's shield can't touch the ceiling. I think this won't be a big problem.

                      And you could add a blocking volume at this place:
                      [SHOT]http://img256.imageshack.us/img256/7971/onsrailbug1.png[/SHOT]
                      You can get stuck at this place when you try to dodge up.

                      If you take a look at the jumpboots, you can't see if anybody is wearing them. That was a nice feature Wormbo, please take a look at the jumpboots in DM-KGalleon][ and make a bit it like that again (only that thing with 3rd person mesh!)! That's just awesome!

                      And last but not least:
                      [SHOT]http://img580.imageshack.us/img580/3550/onsrailimprovement3.png[/SHOT]
                      Can you make them explode, please?
                      That would make this map even better. Enemies wouldn't be able to hide everywhere. This would make this place a strategical area, where you can kill some enemies with your sniper when they want to attack your node.

                      I would give you 4/5* for your map though there are some small bugs and bad performance at some places. It's a great ONS-map! It's pure action and it looks just awesome.

                      Comment


                        #12
                        Originally posted by Sly. View Post
                        First of all: Great map. I had fun with your ONS-Rail Betas.
                        Thanks. =)


                        But I noticed that you didn't fix a few things which could make this map even better.
                        That's why I made this review (can't wait for the final version):
                        I see.

                        First of all, there's the bot AI. Everything works great except this single place.
                        It's near the blue base. I don't know what these bots wanted to do, but they were walking straight into the wall all the time :/
                        Here's a screenshot:
                        [SHOT]http://img534.imageshack.us/img534/5637/onsrailbug.png[/SHOT]
                        See the first post: Known issues. The bots have problems if the doors are closed. For some reason the DoorPathNode isn't switched to being closed now. I tried a lot to fix it, but rebuilding the paths takes 15 minutes on my high-end system, so if I make a change and want to try it, then I have to wait 15 minutes in which I can't do anyting.

                        Another thing I've noticed is that the performance is still bad at some places
                        I am aware of that, but it runs fine for me and many others. You might have to decrease your detail settings for the map. It wasn't made for hardware that was low to middle end when the game was released. ;-)

                        When you take a look at this passage
                        [SHOT]http://img143.imageshack.us/img143/8793/onsrailperformanceavg14.png[/SHOT]
                        you'll notice that the performance is very very bad. Average fps: 14 (at least on my computer)
                        You could fix this by converting a few things to static meshes. For example: You could make one big static mesh out of the rails (with all the wooden planks and collumns), but I'm not sure, if this would increase the fps a lot but it could be worth a try.
                        I could make that for some smaller blocks, but not for things that go across the whole map. When the engine renders something, then it first renders each StaticMesh(compound) of a kind within the frustrum. A compound is of a kind if everything is exactly at the same position AND uses the same textures everywhere, so you have to be careful with repetitive patterns. But within a compound, each mesh with another texture also needs to be rendered individually, so grouping StaticMeshes makes usually only sense for meshes that are completely the same, like here.

                        (I know you want to stay as close as possible to the original and that might be the problem. You have no possibility to change big parts of the map's architecture)
                        Indeed.

                        Furthermore I would remove this part from the skybox: I mean, what is that??
                        [SHOT]http://img576.imageshack.us/img576/6191/onsrailimprovement.png[/SHOT]
                        I don't know why there are that many polygons but the performance could be increased, if there wouldn't be these static meshes. It's only on the red side of the skybox.
                        Dunno, will take a look. Might be fog or a cloud or something like that.

                        Code:
                        Then I would take a look at this:
                        [SHOT]http://img293.imageshack.us/img293/1659/onsrailbug2.png[/SHOT]
                        A very simple solution would be to subrtact a bit space under the powernode and to lower it so that it's shield can't touch the ceiling. I think this won't be a big problem.
                        I don't see a problem in this. You can't damage the Node from above, the shield doesn't look really bad their, in contrary would a hole in the ground be ugly and I want to go without that. My toolset shall later feature a Node for which you can specify spawn height of the Node Sphere and Node Shield, so the problem should be solved then.

                        And you could add a blocking volume at this place:
                        [SHOT]http://img256.imageshack.us/img256/7971/onsrailbug1.png[/SHOT]
                        You can get stuck at this place when you try to dodge up.
                        I never got stuck there and I also never heard of someone doing that before, you must be doing something wrong. ;-)

                        If you take a look at the jumpboots, you can't see if anybody is wearing them. That was a nice feature Wormbo, please take a look at the jumpboots in DM-KGalleon][ and make a bit it like that again (only that thing with 3rd person mesh!)! That's just awesome!
                        I already asked Wormbo about that long time before, but he declined because he wanted them to be as close as possible to the UT3 ones, where you also don't wear them.

                        I don't miss them, to be honest. They had bugs online due to which they couldn't be detached after running out.

                        And last but not least:
                        [SHOT]http://img580.imageshack.us/img580/3550/onsrailimprovement3.png[/SHOT]
                        Can you make them explode, please?
                        That would make this map even better. Enemies wouldn't be able to hide everywhere. This would make this place a strategical area, where you can kill some enemies with your sniper when they want to attack your node.
                        Explosion always sounds nice in the first moment, but it would look too empty for the rest of the round after you used them, I already know that problem from exploding barrels. They also wouldn't throw the fancy shadows then, so I leave them as they are. It's intentionally that there is at least cover at that place.

                        I would give you 4/5* for your map though there are some small bugs and bad performance at some places. It's a great ONS-map! It's pure action and it looks just awesome.
                        Thanks. :P

                        Comment


                          #13
                          Originally posted by Crusha K. Rool View Post
                          [...]
                          I am aware of that, but it runs fine for me and many others. You might have to decrease your detail settings for the map. It wasn't made for hardware that was low to middle end when the game was released. ;-)
                          I have a PC that can run this game at the highest settings. It's not that old

                          Originally posted by Crusha K. Rool View Post
                          [...]

                          I never got stuck there and I also never heard of someone doing that before, you must be doing something wrong. ;-)
                          I have to learn dodging up again

                          Originally posted by Crusha K. Rool View Post
                          [...]

                          I already asked Wormbo about that long time before, but he declined because he wanted them to be as close as possible to the UT3 ones, where you also don't wear them.

                          I don't miss them, to be honest. They had bugs online due to which they couldn't be detached after running out.


                          Originally posted by Crusha K. Rool View Post
                          [...]

                          Explosion always sounds nice in the first moment, but it would look too empty for the rest of the round after you used them, I already know that problem from exploding barrels. They also wouldn't throw the fancy shadows then, so I leave them as they are. It's intentionally that there is at least cover at that place.
                          Maybe someone could code respawning exploding objects.
                          (Not me.. am still beginner, could need some german tutorials. It takes me too long to look everything up in a dictionary and then I have to understand it )
                          This object could also have a dynamic projector then (like vehicles have) which throws the shadow (adjustable) into the right direction. When you destroy it, the shadow disappears and after a while there would be new objects, spawned with a really cool effect, for example the explosion effect only reversed

                          Comment


                            #14
                            (Sorry for double-posting)
                            Well, I forgot to say that you could take a look at ONS-Agamendon[Monsters]. This map has respawning exploding barrels, but without a respawn effect. I think a skilled coder could make what you'd need to make exploding objects for your map.

                            Comment


                              #15
                              But as I said already, I am not going to put something exploding in this map.

                              Comment

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