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ONS-Echo [Release 102]

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    ONS-Echo [Release 102]

    Name: ONS-Echo
    Version: 102 [Release]
    Compatibility: UT2004 (ECE and non-ECE versions included)
    Description: Outdoors / foggy steep mountains setup
    Comments: First map I release publicly... Probably too much fog and steep mountains for most people but I kind of like it like that. Bots play this map very well, a lot of time spent on AI. This map went through a lot of beta versions, while it is bug free as far as I can tell, let me know if you find any problem.
    Screenshot:






    Credits:
    slinky_ut@hotmail.com
    static meshes / textures from the standard maps set
    Download:
    http://www.ludicatif.com/ut2004/ons-...S-Echo-102.zip

    I installed the map on my clan's server... We do not play much onslaught but you can load it up through map vote.
    ut2004://63.209.37.12:7777

    #2
    That looks very nice indeed.

    Comment


      #3
      downloading this , looks great :up:

      Comment


        #4
        WooT

        Looks great!

        Comment


          #5
          I just played it one time and I really like it. I like the layout, the bridge, the tunnel, nothing was too steep for me. I'll play it again so if I see anything I would post, but I really like it as it is.

          Only thing I noticed was the waterfall's ambient sound was a little loud. I could hear it from the red or blue base and basically everywhere far away from it. If that is insects they seem loud but it seemed like the waterfall as I finally came to it. I do like the waterfall though and the water looks great :up: . Just either it's sound or maybe there are insects, but something is constantly loud just a little.

          Everything else is great.

          Some people might say that tunnel needs details inside but I got into a 2 tank one paladin and then a manta battle in there (all at the same time) and the room helps to navigate a fight like that. It's fun in there.

          Comment


            #6
            I've suggested this map on the Titan Internet 32player server forums [link], one of the admins seems to like it so you might soon see your map on the best ONS server in the world

            Comment


              #7
              Finally some feedback... While the map was posted on the beta forum long ago, I did not get a lot of feedback and worked on fixes / improvements based on feedback I got from pubs players. Kind of makes me wonder why the beta forum exists if the real feedback you get is when you release it.

              Anyway, for what its worth, I can make a few changes / fixes... Not sure what the problem is with ambient sound, seemed fine here. I read on that other forum about the 'obvious map exploit'... maybe I don't play ONS enough but could someone please give me a hint on what the problem is?

              Comment


                #8
                I can check for the exploit and maybe I just play with my sound up too high. Just I could hear that waterfall from the base start. You might be able to get under your map or up on top of something and camp easily. I have to check. I never really try to exploit on maps I tend to make sure people see me coming before I kill them. Wish someone made a mutator that turned on a big bright red arrow pointing down at me that could be trackable through meshes/walls, just to draw attention in fights. Yeah someone needs to make that.

                Anyway, let me go see if I can get stuck under your map or somewhere else. I thought from playing it several times last night to be one of the most fun ons maps. Lots of nice places to fight.

                Comment


                  #9
                  I have fixed that exploit in the update I am working on. I won't comment on it as it affects all maps using that feature.

                  Comment


                    #10
                    I reviewed this nice map on mapraider.com.

                    Link:
                    http://www.mapraider.com/reviews/?id=134

                    Comment


                      #11
                      Thanks Owoc, I am about done with the rework to support 32 players servers better, revision 101 should help take the load off servers. I implemented the suggestions I got and added some features. You will see that some of those changes cover elements you covered in that review. Overall:

                      -Added vehicles elevators to the center node.
                      -Added vehicles elevators to node #1.
                      -Biggest problem was to get the bots to use the elevators 1/2 decently. They are not perfect but do make it regularly, still optimizing this.
                      -Removed a lot of the standalone pickups to lower channel usage.
                      -Removed / repositioned some playerstart and pickups for better flow.
                      -Added Avril or Shock to each spawn point lockers to avoid travelling to get your Avril on some nodes.
                      -Removed 25 ghost antiportals: they did not show in the editor but if you did a select all antiportals, you would get 45 total. :/ ?
                      -Added hidden BSP along with antiportals for server rendering optimization.
                      -Opened a wall to the center node to make 1 more route.
                      -Fixed IonCannonKillVolume exploit by implementing a PainIonCannonKillVolume class that forces pain to players and vehicles.
                      -Adjusted several ambient sound volumes.

                      I am still play testing with bots this revision before I post it, I hope it will play better on servers with loads of players.

                      Owoc, about that misplaced antiportal can you be specific at where it is? I never noticed that... I want to fix it before I post revision 101.

                      Comment


                        #12
                        Originally posted by slinky

                        Owoc, about that misplaced antiportal can you be specific at where it is? I never noticed that... I want to fix it before I post revision 101.
                        You've got a PM in the Titan Internet forum

                        Comment


                          #13
                          i like the fog mate, think it fits well with the theme and makes a better atomsphere. Not kene on the steepness of the hills/mountains, some ar enearly vertical they could have bene a little less steep. Looks like the grand caynon or something from the same area etc.

                          MsM

                          Comment


                            #14
                            Nice Mappage!

                            Comment


                              #15
                              OK, took more time than expected... This is release 101 and it takes into account all the feedback I got. I made a lot more changes than I initially anticipated. I hope people like this new version, I think it is a big improvement.

                              http://www.ftpclan.com/other/echo/ONS-Echo-101.zip

                              This is the overall list of changes, there are many more:

                              -Improved support for large servers, optimization was made to take into account problems specific to 32 players servers.
                              -Fixed IonCannonKillVolume exploit by implementing a custom PainIonCannonKillVolume class that forces pain to players and vehicles.
                              -Fixed SPMA bug, map was moved to an area completely above the (0,0,0) point to make it possible to use the map on non-3355 servers.
                              -Added vehicles elevators to center node from standalone node.
                              -Added vehicles elevators to node #1 from standalone node.
                              -Added vehicles elevators to center node from waterfall.
                              -Added blocked paths to make sure that bots do not try to use the elevators at same time. The AI is not perfect but its the best I could come up with given what it available.
                              -Opened side cliffs to the center node to make 1 more route from standalone node.
                              -Removed most standalone pickups to lower channels usage.
                              -Removed / repositioned some playerstart and pickups for better flow.
                              -Added Avril or Shock to each spawn point lockers to avoid travelling to get your Avril on some nodes.
                              -Added more grenades and less spider mines. Mines are only available through specially placed weapons lockers that are not on default routes.
                              -Removed 25 ghost antiportals: they did not show in the editor but if you did a select all antiportals, you would get 45 total. :/ ?
                              -Implemented new antiportals, client side performance improved.
                              -Implemented hidden BSP combined to the antiportal to help server occlusion.
                              -New basic collisions to all vegetation, optimized collisions to avoid material collision on most meshes. (for improved performance)
                              -Changed vehicles placement to lower total tank count and to make it less easy to attack core and node with tanks.
                              -Node 1 tank replaced by hellbender.
                              -Paladin in center node replaced by a tank
                              -Hellbender in corner node replaced by a paladin.
                              -New default link setup to make it possible to cut enemy attack link and power down nodes.
                              -Added more coverage to left primary node: rocks and vegetation make it tougher to spam the area with tanks when a team is trying to get back control of that node.
                              -Tunnel rebuilt with custom static meshes.
                              -New tunnel room which holds a random teleporter to some nice areas.
                              -Base spawn rooms rebuilt with custom static meshes.
                              -Increased cover of the core to make air attacks more difficult.
                              -Added a turret to the back of the bases.
                              -Added blocking volumes and fear spots to some areas to try to avoid having bots getting caught while driving the SPMA.
                              -Numerous road / flying / walk path nodes adjustments.
                              -Jumppads adjusted to get 0 damage when used properly.
                              -Added jumppad to standalone node from base. (players can normally just teleport there).
                              -Adjusted several ambient sound volumes.
                              -Reduced overall file size by 2.5 MB. (19MB to 16.5MB)

                              Comment

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