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Old 02-03-2019, 10:12 PM   #1
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I converted my old vCTF map to ONS...Feedbacks will be appreciated

http://www.filedropper.com/ons-loste...ftartaria-beta
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File Type: jpg TARTARY.jpg (157 Bytes, 83 views)
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Old 02-04-2019, 01:08 AM   #2
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The DefaultGameType needs to be changed to Onslaught.ONSOnslaughtGame in the f6 menu. The current node layout isn't really playable; there should be more nodes that aren't all connected to each other. It's an interesting concept but needs work.
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Old 02-04-2019, 03:31 AM   #3
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Welcome to the forums, Red*.

It's great to have someone bringing new maps. Like Anon said, you will need to change the default gametype. My only other comment would be that the red/blue lights are weird when the sides change. Lagzilla and I tried to get lights to change when the teams changed sides but we couldn't figure that out. It's a minor thing I know but I thought it worth mentioning.
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Old 02-04-2019, 03:10 PM   #4
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Looks cool thanks for sharing. I saw your PM too so thanks for sending.

For some reason I can't get to this map. I'm in OS and I "open package contents", I uncompress it, then drag the file to Maps folder and it doesn't show in my list. Does anyone know what I'm missing?
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Old 02-04-2019, 03:27 PM   #5
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Quote:
Originally Posted by YEAAAHHHHHHHHHH View Post
Looks cool thanks for sharing. I saw your PM too so thanks for sending.

For some reason I can't get to this map. I'm in OS and I "open package contents", I uncompress it, then drag the file to Maps folder and it doesn't show in my list. Does anyone know what I'm missing?
When I first add a map to the maps folder it will be at the bottom of the map list in game so that's a possibility. Have you scrolled all the way down to check for it. If that doesn't work Idk. I used 7zip to uncompress.
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Old 02-04-2019, 04:27 PM   #6
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Try double cklick the mapfile direcktly to open it. When it's not opening (game chrash) you have some missing deps.
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Old 02-04-2019, 06:32 PM   #7
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You need to extract your cache in order to open it.
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Old 02-05-2019, 01:47 AM   #8
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Quote:
Originally Posted by Anonymous[Lolz] View Post
You need to extract your cache in order to open it.

The game cache or is that some Mac thing? Isn't the game cache only for things downloaded from servers while in game?
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Old 02-05-2019, 04:25 AM   #9
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thank you here you go...my second try http://www.filedropper.com/ons-loste...tartaria-beta2
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Old 02-06-2019, 05:52 AM   #10
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What did you change? I didn't play it but opening it in the editor and a quick check I don't see any changes except the builder brush has moved. You still need to change the default gametype. You should probably also give it a title for the scoreboard.


Edit: Nevermind. I see you added new link setups. And actually, it shows up under the Onslaught gametype in game so I'm not sure what the default gametype setting is for. Maybe online?
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Old 02-06-2019, 11:44 PM   #11
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Its my first attempt doing a onslaught map after all these years...but ty
atleast im on the right track hehe

Edit...Beta 3 is coming up....bot paths & & vehiculs setup
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Old 02-07-2019, 12:52 PM   #12
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It's not seeming to appear on my map list. Do you at least have some screenshots to post?
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Old 02-07-2019, 03:07 PM   #13
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For YEAAAHHHHHHHHH, some screenshots (5 images):

https://imgur.com/a/riEjHl2

------

Listing out the current vehicle setups for beta2:

Powercore:

Bio Tank (strong) - 40 seconds
Hellbender (x5) - 30 seconds
Manta (x2) - 30 seconds
Paladin - 15 seconds
Scorpion (x2) - 30 seconds

Nodes 1/3:
Paladin - 15 seconds

Node 2:
Cobra (x2) - 30 seconds

----------

So, regarding the current vehicle loadout, I would think that the Bio Tank is much too strong relative to everything else in the map. Granted, it's not like it can cover itself and protect the nodes at the same time, but the only things that can really deal a dent to it would be scorpions (which would be gooped if they try getting in their optimal range), manta kiting (bio beams can take care of), or AVRiL spam. I would recommend either giving it a really long cooldown (like 2 mins), or swapping it out for something like a BioBadger or a Flame Badger, although those two will create issues since they'd be able to get into the node areas.

Echoing the same power discrepancy line with the Cobras. While they do start at the low ground under a bridge, only the Mantas would be able to safely harass them. For a map as small as this one, I would think maybe switching those out for Tyrants would be advisable.

I'm not sure how 5 benders per team will pan out, even if the power vehicles on this map are pared down. Maybe switching some out for SPMAs, Hellhounds, or Hammer Cars?

Lastly, switching out the scorps to EONS Scorps may or may not be a good idea. Also something that would need playtesting.


------

The 3-node line setup in beta2 makes it feel like this map is a different take on ONS-ClassicEvilDead, I like that aspect. There is some space to put a couple of extra nodes I feel, and it might be considered to add some more since things will probably get pretty pretty close up with the current node layout and all of these vehicles. You might also want to add the fancy nodes from Wormbo's OnslaughtSpecials to make it feel like this is a brand new map or whatever.

------


All in all, It's great to have another map around here, and for a lot of the mappers to come back around and give feedback. Thanks a lot, everyone!
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Old 02-07-2019, 08:19 PM   #14
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I'm all for giving this map a try as is. There seems to be a lot different here from what we're used to:

1) Single line node setup for a push-and-shove type game, I dont think we have one like this yet except for maybe a MTMU Randomizer draw
2) The bio tank is the super weapon instead of the mino
3) Lots of benders. We don't have any maps like this that have a ton of them. I'd say definitely keep the number of trucks as is, but maybe include more variants if anything? (there are quite a few that don't get played often)

Random observations:

1) Those lights on the ruins remind me of LED uplighting you see on hotels nowadays. The map reminds me of vegas. Not saying that's bad or good.
2) On this map I'd say all bets are off for working ahead on nodes (aka spawnkilling and attacking locked nodes)
3) I hope vehicles are able to climb those side hills on the perimeter of the map all the way
4) Please don't add any raptors. I'm so sick of those friggin OP things unless it's a flyer oriented map.

Full bender list from Termi a while back:

Quote:
Originally Posted by Terminator View Post
How many HellBender variants are currently in the game? A (7), B (11), C( 9) or D( 5). Well, if you guessed A; you’re wrong. If you guessed B; try again. If you guessed D; you don’t use the hellbenders that often. If you guessed C, you’re right!
So let’s discuss the 9 Hellbender variants in Unreal Tournament 2004! So sit back, grab your favorite snack & an RC Cola ( in Flounder’s case, mint flavored Milk) and sit back because this is going to be an in depth and detailed review of each of the 9 hellbender variants.


The original HellBender
The original Hellbender has 600 hitpoints and features a rear twin beam turret and passenger skymine shock combo. The driver seat does not have a weapon and the rear wheels do not aid in turning the vehicle. The rear turret does 200dmg upon hit an enemy vehicle with a full charge. The passenger skymine shock combo will do 150 dmg per ignited combo (assuming the core is a direct hit to an enemy vehicle). The damage output on this is the same with the handheld shock rifle. The closer the enemy is to the center of the combo will determine the amount of damage inflicted on the enemy. The highest damage output that I recorded was 150 per shock core.

Hellhound
The Hellhound is very similar to the original HellBender; however, it’s drastically different at the same time. Now, there are two versions of the Hellhound so I will combine the two. At first, I didn’t know two versions of the Hellhound existed so when I shared my data with Turbo K, he said the Hellhound should rear turret should do 300 dmg instead of the 250 which I originally recorded. So we will split the Hellhounds as version A and version B. Both versions of the Hellhound feature a rear twin beam turret and skymine combo which makes it similar to the original HellBender. What makes the Hellhound different from the HellBender is the Hellhounds rear wheels aid in turning the vehicle which allows for sharper and crisp turns. The driver also has a weapon, a Manta plasma shots. A single plasma shot from the driver manta turret will do 30 dmg per shot and the secondary shoots a bunch of manta plasma shots and if all hit, it will inflict 240 dmg. Here are differences between the HellHounds; Version A has 600 hit points and the rear turret does 300 dmg upon hitting an enemy with a full charge. Version B has 700 hit points and the rear turret does 250 dmg upon hitting an enemy with a full charge. Both versions of the HellHound feature a skymine shock combo that will do 150 dmg (the most I recorded) upon a direct hit to an enemy. Both versions are faster than the original HellBender. Version A is on the new Dria and DiamondSword while version B is on Magic Ile, Redplanet & Slated World. I’m unsure what versions are on other maps such as Minus, OmahaBeach, Kakmo and Sryma.

Eons HellBender
This HellBender has 600 hitpoints and features a rear energy turret and a driver turret that shoots skymine combos. There is a passenger seat but it has no turret. Why? I have no clue. I’m not sure why anyone would design a Bender where there is a passenger seat with no turret. The Eons HellBender is just as fast as the original HellBender although it may be slightly faster, the rear wheels do not aid in turning the vehicle. The rear turret does 200 dmg upon hitting an enemy with a full charge. The driver skymine combo does 150 dmg upon a direct hit to an enemy. There really is not much about this HellBender that makes it worthy to put on a map. I’d much rather have the original Hellbender than the Eons. However, on Gunshop, that particular version can climb walls. The version on Tyrant cannot. Although, it is a bit tricky to climb walls with this Bender, it’s much easier to climb walls with a Mantis or Nebula.

Assault Bender
The Assault Bender is a minigun variant of Hellbender which also features a tank shell. All wheels aid in turning the vehicle. This variant has 600 hitpoints and features a rear minigun turret that does 10 dmg per shot. The driver also has a minigun turret that does 7 dmg per shot. The passenger turret is a tank shell that does 100 dmg per shot. The rear wheels aid in turning the vehicle. There is not much to say about this Bender as it’s not that good. The only version that I know of is the one on Alpine. Go and see for yourself. This Hellbender doesn’t fit the map. It may be decent against stockish vehicles or vehicles with 200 hitpoints or less. Don’t even try to defend a node against a Falcon or Phoenix with the Assault Bender.

Battle Bender
The Battle Bender has 800 hitpoints and is fast but it has to gain speed as it goes which similar to how a Minotaur gains speed as it goes. All wheels aid in turning the vehicle. The Battle Bender features a rear twin beam turret that does 300 dmg upon a direct hit with a full charge. The passenger skymine combo will do 195 dmg upon a direct hit, at least which is what I recorded. The driver has no turret; however, the driver has a paladin shield that protects the front of the Battle Bender. This makes it good for charging into the cores or nodes. The shield isn’t that strong but when activated at the right time, it will provide decent protection for several seconds when charging full speed into a core or node. How long will the shield last? That depends on what is shooting at you. This map is on Turbo K’s version of Denum.

Bio Hound
The Bio Hound is true to its name. It has bio turrets! The Bio Hound has 600 hitpoints and only the front wheels aid in turning the vehicle. This was the hardest variant to record damage for because I kept recording different damage outputs. The Bio Hound rear laser turret shoots green energy turret beams that do 37 damage per shot and the secondary shoots a green bio missile and upon impact, explodes into little bio globs, similar to the secondary on the handheld Bio Rifle. This is the part that gave me trouble when collecting data. I tested this many times and the most damage that I recorded was 372 dmg with the secondary Bio missile. The least amount of damage that I recorded was 261. Upon multiple tests, I mostly recorded between 277 and 313 dmg inflicted on enemy vehicles. It all depends on how many of the Bio globs hit the target upon explosion from the missile impact. The Bio Hound features a passenger skymine combo that shoots green shock combos and the most damage that I recorded was 225. The driver also has a turret that shoots primary Bio globs similar to the handheld bio rifle primary and each glob will do 42 dmg and the secondary shoots many bio globs and the most damage that I recorded was 210. So with all that being said, the damage output of the Bio Hound is unpredictable. I don’t believe this variant has the extra bio damage mod like the handheld bio rifle and the bio tank do when they shoot the Minotaur or the Tiamat; although it probably should. It would make it more effective.

Fire Hound
The Fire Hound, like the Bio Hound, is also true to its name. The Fire Hound has 600 hitpoints and all wheels aid in turning the vehicle. The rear turret primary shoots fire beams that will do 37 dmg upon impact and the secondary shoots a fire blast that will do 150 dmg upon impact. While that doesn’t seem impressive; the highlight of this vehicle is the passenger skymine fire combos. Each fire combo will do 150 dmg per shot and while that is identical to the original Hellbender, the fire cores shoot at a fast rate and upon igniting the cores; they all explode at once which will inflict a high amount of damage. When shooting at least 6 cores and then igniting the fire combos, it will one shot a node. During testing on Scorched, I drove the enemy fire tank out in the open and shot as many fire cores as I could over the fire tank and then I ignited the fire combos (remember, they ignite all at once) and I was able to inflict 1,100 dmg. So the highlight of this Bender is the passenger skymine combo. The driver also has a flamethrower turret but it’s not that great.

King HellHound
The King Hellhound is a personal favorite of mine and I consider it to be the 2nd best Bender in the game, you’ll understand why. The Hellhound- Whoops! The King HellHound has 600 hitpoints and all wheels aid in turning the vehicle. The driver turret is similar to the handheld flak cannon primary and secondary. The driver primary flak will do 150 dmg (if all Flak shrads hit the enemy) and the secondary flak shell damage inflicted on the enemy will result in how many of the flak shrads hit target upon exploding from the shell upon impact. The most I recorded was 200. The passenger turret is a skymine shock combo and a direct hit with a combo will inflict 225 dmg. The rear turret is the highlight of this vehicle. It shoots energy turret beams similar to the Bio Hound and Fire Hound; only faster. Each beam will do 37 dmg ( as do the Bio & Fire Hound rear turret energy beams) but they shoot at a faster rate so more dmg will be done at a faster rate. The King Hellhound is most definitely true to its name; it can take on even the most powerful and agile fliers. The only downfall of this Bender is in close range with a flyer; it would get destroyed when point blank with a Falcon. However, if you’re in a flyer and a King HellHound is shooting you from afar; you will 9x out of 10 have to bail. While the King HellHound is a powerful flyer; there is another that takes the royal crown. If you see this Bender; turn around and fly the other way.

Cerberus
The Cerberus is the ultimate Bender; the best one available. The Cerberus has 600 hitpoints and all wheels aid in turning this vehicle. The driver has two turrets; the primary is a minigun turret that does a whopping 33 dmg per shot, that is more powerful than a badger and when close range with a Badger, the Cerberus has the advantage as this minigun turret is more powerful; although it’s harder to aim. The driver minigun turret is great for shooting tanks and other hellbenders. The driver can also use the fast secondary homing missiles to defend itself against enemy flyers that are coming in behind for an attack run. The driver secondary shoots a fast homing missile that will do 82 dmg upon impact with a flyer. This missile is fast yet it won’t travel far. The passenger seat also has a primary and a secondary turret. The primary turret is a single energy turret beam that will do 16 dmg per shot and the secondary is another homing missile. These missiles are slow but they will travel a great distance and upon impact, they will do 247 dmg. The rear turret is a twin beam that will do 300 dmg per shot will a full charge. When fully manned, the Cerberus is a forced to be reckoned with. The Cerberus is even a threat when manned by a single person as they can shoot missiles to track the enemy while quickly switching to the rear turret and do a half charged twin beam shot to finish them off.

So where do I rank the benders? From best to worst;

Cerberus
King HellHound
Hellhound, preferably version A but version B will still rank the Hellhound at 3.
Battle Bender
Fire Hound
HellBender
Eons HellBender
Assault Bender
Bio Hound

Thanks for reading

Shane
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Old 02-09-2019, 01:22 AM   #15
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thanks for the feed back guys i realy appreciate it for your time and effort

vehicles setup change
bots path fixed...for now
gametype fix
added menu name
scoreboard name added...

http://www.filedropper.com/ons-loste...tartaria-beta3
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Old 02-10-2019, 07:10 PM   #16
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I guess the next major thing to do is some optimization. My average FPS is quite low and drops as low as 90 FPS when looking into the center of the map. https://i.imgur.com/kHrPvtU.jpg And there is little to nothing going on. 16+ players will be unbearable.

The easiest way to do this would be to add antiportals inside of the static meshes that divide the map. https://wiki.beyondunreal.com/Legacy:Map_Optimization

Last edited by Anonymous[Lolz]; 02-11-2019 at 02:33 AM..
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Old 02-11-2019, 01:36 AM   #17
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I took at look at the beta3 version, and it seems that the vehicle roster and respawn times have been kept the same, only with the spawn locations mixed up. If you believe in the current set up, it can certainly be given a try on the server, although I maintain my concerns regarding game balance from beta2.

If you'd like, I can go talk to Carpe to try to get the ball rolling on this version, or you could do some performance optimizations recommended by Anon. Let us know what you'd like!
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