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ONS-ZeroImpact-32p

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    ONS-ZeroImpact-32p

    Name : ONS-ZeroImpact-32p
    Version : 1.0 Final
    Compatibility : UT2004 w/ ECE bonus pack.
    Players : 16-32
    Gametype : Onslaught
    Author : brianXm


    Description:

    This the 32 player version of ONS-ZeroImpact. The changes for this version were made to be more accomodating for 32 player onslaught. What this really means is more vehicles and more weapons that will support 32 players on the map all at the same time.

    This map was made for all the foot soldiers of Onslaught. It features a bi-directional troop mover that can transport you 350 degrees around the map. It also uses jump pads, built just off of the troop mover, that transports you to nodes on some of the high areas of the map and to areas towards the middle nodes.

    Credits:

    All the people at TITAN Onslaught for there help in shaping this map for better 32 person Onslaught play. Go TITAN Onslaught! A really great community of people. Also all the play testers at American Supreme Soldiers (A.S.S) for playing the snot out of all the betas and to (A.S.S)Poker for giving it the VIP top-o'-the-list treatment so that it gets utterly and ridiculously overplayed. Thank you all!


    Changes from the Original Version:
    • Added shock, avril, flak & link to all lockers. Plus more weapons everywhere else.
    • More vehicles and better Node to vehicle ballance, in other words, less Scorps and more of everything else.
    • Troop mover beltway has been widened.
    • Better backside access to the middle node area.
    • Updated skybox.
    • Cut terrain path from core up to nodes 1-2.
    • Cosmetic changes to numerous to mention.


    Direct Download Mirrors:

    ONS-ZeroImpact-32p Mirror1


    Screen Shots:

    [shot]http://www.myfatlist.com/Shot01.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot02.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot03.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot04.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot05.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot06.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot07.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot08.jpg[/shot]
    [shot]http://www.myfatlist.com/Shot10.jpg[/shot]


    #2
    Originally posted by Circus
    Pretty cool level! I looked at it in the editor and to Tools/Review Paths and see like 300+ map check red and yellow errors/flags and thought to myself why if you put this much work into this map did you not fix or at least try to fix any or all those errors?

    I mean most of that stuff is real easy to fix so??

    Anyway im not much into ONS but this looks like a fun one to play!
    It was tweaked for online play, so bots got the backseat.

    Comment


      #3
      Originally posted by Circus
      Pretty cool level! I looked at it in the editor and to Tools/Review Paths and see like 300+ map check red and yellow errors/flags and thought to myself why if you put this much work into this map did you not fix or at least try to fix any or all those errors?

      I mean most of that stuff is real easy to fix so??

      Anyway im not much into ONS but this looks like a fun one to play!

      Heres my latest VCTF:
      http://69.6.255.202/brad/VCTF-0PLEASEDONTKILLME.zip

      Good work..

      The bots navigate the map just fine dispite those errors. The bots can reach all the nodes and put forth a great effort to dismantle the opposition. The very nature of this map is very difficult for bots on foot when they reach the moving walkway. The bots will get caught on the moving walkway and quite often get stuck running in place. This is the only case where bot play will be somewhat impacted.

      Lord Buggy is correct in saying that bots took a back seat for tweaks to online play, but 95 percent of the paths are fully connected and completely operational.

      Thanks Circus for bringing those errors to my attention. I will try to fix errors like that earlier in the pathing process for my next map. By the way, VCTF-ACTIONCITY is one of my all time favorite VCTF maps.

      Comment

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