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.
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.
Comment