Gorz maps

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
Gorzakk
1337 Haxor
Posts: 172
Joined: Mon Apr 03, 2006 11:00 pm

Problem solved, one of the files was corrupt. Download and try again please.
:thumbright:
http://www.ghostpilot.org/titanshare/Ma ... UT2004.zip

Some new maps there too. Including ONS-Apocalypse-Gorz. You'll need the extra files included to run it. Let me know what you guys think.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

Dria's new bender, doesnt use the crosshairs i specified for the old one. The modified raptors and modified mantas all did. Also the view from the scorpious is a bit far compared to the old scorpian.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

DW_Hornet wrote:Dria's new bender, doesnt use the crosshairs i specified for the old one. The modified raptors and modified mantas all did. Also the view from the scorpious is a bit far compared to the old scorpian.
I don't think the viewdistance has anything to do with Gorzakk's changes - Try scrolling out with your mousewheel next time you're in a Scorp.

Did notice the King Hellhound was able to hit itself with its own secondary driver weapon pretty easily. The solution to this is keep the projectile speed at whatever the current speed is, but raise the max speed. This should allow the vehicle to add its own velocity to the speed of the projectile. At least, that's how properly configured projectiles (mines) work when tossed by players.

You could try something similar to this from the ONSRVWebLauncher if the different ways UT2004 handles physics for vehicles doesn't allow the previous suggestion to work...

Leader = spawn(class'ONSRVWebProjectileLeader', self, , WeaponFireLocation, rotator(FireDir));

if(Leader != None)
{
Leader.Velocity += InheritVelocityScale * Instigator.Velocity;

...etc.
Last edited by DW_WailofSuicide on Wed Jul 26, 2006 2:25 am, edited 1 time in total.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

ToxicWaste wrote: As for utilitarian...it's not bad. It's got two different "arenas" one inside and one out. Certainly not enough vehicles. But TBH, I don't know what adding more vehicles would do to this map without adding nodes. One primary is 100 miles from the core, and the other primary is 75 miles from the core and wide open to attack. We might want to add some more protected primary nodes or something like that.

Rich (TW)

I've got some hoverboards that I've been working on (no weapons, slow, but faster and less annoying than travelling on foot) that might go well with Utilitarian. Not quite done with them yet (need to get the collision working properly), but they might be useful.

Re: the exposed wall nodes... What I would do is put a mover around the exposed top of the node that would block fire. Somewhere else on the map (behind the wall somewhere) you could put a trigger that would raise the mover and expose the node so long as a player is within the trigger radius.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Also, as far as map requests go - A version of DryIce with some Scorpiuses would be nice. Blocking volumes on the side mountains would also be nice to cut down on attackers coming in from the mountainside and taking out those important side nodes.
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

WailofSuicide wrote:Also, as far as map requests go - A version of DryIce with some Scorpiuses would be nice. Blocking volumes on the side mountains would also be nice to cut down on attackers coming in from the mountainside and taking out those important side nodes.
Not to mention some wyrens.

Can we make the hornet shoot redeemers. I want a vehicle named after my abilities :bounce:
Gorzakk
1337 Haxor
Posts: 172
Joined: Mon Apr 03, 2006 11:00 pm

WailofSuicide wrote:Also, as far as map requests go - A version of DryIce with some Scorpiuses would be nice. Blocking volumes on the side mountains would also be nice to cut down on attackers coming in from the mountainside and taking out those important side nodes.
I already have made a version of Dryice with Scorpiuses, Hellhounds, more nodes, and no sticky trees. Not too sure how it would play though. Dryice is a tough one to work with.
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