ONS Vice City (Map)

Discuss all things related to our custom map 32 player ONS server
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

First of all don't get confused.
This is ONS-ViceCity, NOT DM-ViceCity.

I used DM-ViceCity to create ONS-ViceCity.
again, this is the latest version, so delete any previous versions you may have of this map.

I have altered a few things in the map to fit the ONS needs, added a few things and removed others stuff.

Added a building to use as the blue base in the city, and added a sea fort to use as the red base on the beach.

Download here:
http://www.filefront.com/15036387/ONS-Vice-City.zip

As allways, sugestions welcome, for this and new maps.
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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I've posted this in the wrong thread. Sorry about that.

  • Once again, the vehicles are unbalanced. Blue side got the Leviathan and Goliaths, while the other team gets raptors. I jumped in the leviathan, and spammed the crap out of the enemy team.....They don't even have a fighting chance.
  • No weapons? How are players suppose to heal vehicles, link nodes, or shoot down raptors with avrils? You should have a weapon locker near all playerstarts.
  • Node setup needs to be patched up. First off, it's linear. That's boring, you should have multiple branches from nodes. The nodes for the blue side were difficult to find. Nodes hidden through teleporters, or jump pads leaves places for impossibility for an attack. Players could easily guard the teleporter while the attacker enters through only to kiss a million rockets and mines (that is if we had weapons other than the ion painter).
    You also don't need a node every square inch. There is a time limit (about 15 minutes per round), and placing too many nodes only slow things down.
    Last thing to bring up is that it shouldn't take 10 nodes to link from core-to-core. Either have multiple branches from the nodes, or reduce this linear path.
It does appear that you are turning ONS maps every other day. I just want to point out that we are looking for quality rather than quantity. Please take a bit more care into your maps.[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Yeah, I was going to say that the other map was DM, but never mind.

In regards to C&C Jungle strike... it's looking good my man.
I have done terrain and many other changes.
Done a few hills with many different textures, removed the trees that had no collision, etc...

One thing though, on the outskirst of the map, it doesn't look right, especially when you fky with an aircraft, you can see the darkness of the terrain and the end of the sky box backdrop.

Now, I have been trying to make mountains, but they look too spiked and sharp.
I can't get the smooth tool to work.

I need help here please.

what should I do to make the map more realistic on the outskirts?
Or shoul i not bother with that?

The other maps are fine, aren't they?
All they need is removing the excessive force vehicles, and just leave the default ones, and change the power nodes connection system...!?

I will also raise the roof a little on ONS Vice City, but that's about it, right?
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Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Here is the latest ONS-Vice City.

Check and see what you think.

http://www.filefront.com/15175011/ONS-Vice-CityV2.zip
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