Ok we used to have this map and it was removed for gameplay issues. Please look over the map if you havent seen it, the download link is below. Basically other then a general gameplay complaint there was an issue with spidermines and super weapons.
Here are the quesions i ask you.
What should be done with the deemers?
Any weapon locker mods?
Any extra vehicles placed? And which at the middle extra node?
Here is the download link.
http://unrealtournament2004.filefront.c ... 4#Download
This is my current roadmap for it, after these are completed RC1 will be issued. Betas 1-3 are for my own sanity.
For beta1 (completed)
-Removed what i think is 160 landmines.
For beta2 (partly completed)
-Fix vehicle issues. spawn distances, and count need to be modified. Also
place extra node in exact middle of map for a possible cutoff.
For beta3
-Try to modify for strategic value, add/modify superweapons.
ONS-ColdSteel
Ok guys opinions are like assholes, everyone has one. So cmon post them.
Here is the updated node layout, accented in paint for readability. This was done with onsplus. Mantas are fuscia (purple), benders are blueish, scrops are green, raptors are yellow, paladins are dark green,tanks are white. Vehicle load out is symmetrical didnt feel the need to do the entire map.

Here is the updated node layout, accented in paint for readability. This was done with onsplus. Mantas are fuscia (purple), benders are blueish, scrops are green, raptors are yellow, paladins are dark green,tanks are white. Vehicle load out is symmetrical didnt feel the need to do the entire map.

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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
It's been awhile since I played this map ... I think one of my biggest complaints with it was always the horrible collision on many of the structures and meshes of this map. The fence that forces footsoldiers to walk like a mile out of their way was a big irritation to me as well.
Ok small correction to the map. There are 2 scorps at 1, and a manta ( i took that one for a joyride and forgot about it).
Three options on the fences
-Make them lower to so you can double jump over them thus makeing them a barrier for wheeled vehicles
-Remove them
-Add vehicles and forget the issue.
I like the first choice.
Three options on the fences
-Make them lower to so you can double jump over them thus makeing them a barrier for wheeled vehicles
-Remove them
-Add vehicles and forget the issue.
I like the first choice.
Depending on how the fences were made, perhaps you could put gaps between them every so often so players can simply walk thru the gap.
I have to download the map and see it in its origional form. I can't remember this one. If the meshes have bad collision models on them, I could work on fixing that in Maya. Anyhow, will follow-up later this evening when I'm home
Just my opinion If given a choice, I'd always want to have too much ammo and weapons, rather than not enough. When you go through alot of ammo like I do to just kill one person, you can never have enough, and thats what makes it fun for me.
I have to download the map and see it in its origional form. I can't remember this one. If the meshes have bad collision models on them, I could work on fixing that in Maya. Anyhow, will follow-up later this evening when I'm home
Just my opinion If given a choice, I'd always want to have too much ammo and weapons, rather than not enough. When you go through alot of ammo like I do to just kill one person, you can never have enough, and thats what makes it fun for me.
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- 1337 Haxor
- Posts: 497
- Joined: Sun Jun 18, 2006 11:00 pm
- Location: Caves of ice, Xanadu
Never played this, though looking at that map, does 7 only have a Paladin or are vehicles missing from there too? Perhaps a Cicada at 7 would be good too, though if it were up to me every map but Dreamus and Spiffingrad would have a Cicada. Fence: I like the double jump option.
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- DW Clan Member
- Posts: 1634
- Joined: Wed Dec 28, 2005 12:00 am
Yep, definitely prefer to have too much ammo than too little. Since vehicles have infinite ammunition it seems kind of lame to me to skimp out on the footsoldiers.DW_Wraith wrote: Just my opinion If given a choice, I'd always want to have too much ammo and weapons, rather than not enough. When you go through alot of ammo like I do to just kill one person, you can never have enough, and thats what makes it fun for me.
I'd probably like the fence double-jumpable, possibly with some gaps for people to just walk into.
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- DW Clan Member
- Posts: 733
- Joined: Sun Apr 02, 2006 11:00 pm
- Just lets put some gaps every there and there - Thats a nice idea.. - Will those gaps be big enough for a vehicle like HB to go tru? or really small for the onfoot peeps -?
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- 1337 Haxor
- Posts: 497
- Joined: Sun Jun 18, 2006 11:00 pm
- Location: Caves of ice, Xanadu
Why not stairs or a ladder instead of a gap? Like have stairs going to the top, stairs going down the other side, or just a ladder on both sides. No vehicles could get through that. Maybe if you're going to go wild on this, put watch towers every there and there with minigun turrets that anyone can jump in, or a weapons locker/big HP pack/shield/superweapon.