ONS-Cosimia

Here's a specific forum for discussing potential maps, maps that need a vacation and optimizations and modifications for better playability.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Taking a look at this map right now.

Planned alterations/corrections:

-It looks like every node is getting a Goliath... and some of these vehicles are quite far from the node they are linked to. Will clean that up.
-Lockers with only one weapon pickup, nodes without the Link Gun... Definitely going to be redoing the lockers.
-Lots of pickups and so on out along paths that I will consolidate to be near nodes.
-Might change the skybox and some of the lighting. This map is fairly dark, and unless I decide to go crazy and redo almost all of the mountains, there are plenty of nooks and crannies to hide in. It's also kind of drab as-is.


-Currently the map has infamous "5 nodes in a line" layout. There's ample space for additional nodes, though, so I'm going to try to turn this into a dual primary layout.

--The most obvious place for a second primary is in the upperleft/lowerright corners, but that's pretty far from the core, so I'll probably have a shortcut path (perhaps a teleporter like in the bases of ONS-Grit, or a rideable train like in ONS-Grit) to make travel easier if I put a primary there.
--What I'd like to do with regard to the center node is ... a dual primary link setup on this map would work fine, but that really de-emphasizes the center of this map, and it's clear the map author wanted the center to be important. I'm going to ask around and see if I can find a way to have a redeemer or ion painter pickup in the middle that only appears when the center node is deactivated in the link setup (if the center node is active in the link setup, the team that owns it will get a few more vehicles, so I think it evens out).

--Map size here is only 10MB unpacked, so I am likely going to include hoverboards and some other modified stuff to spice things up a bit.
--There's some noticeable unused portions of the map dedicated to lame "Noise" terrain mountains. I might flatten these areas out, put towers in, or tunnels underneath...
SweetTooth

i have done planning on this map a long time ago. it is a very large map but honestly doesnt need that much work. i will gladly share with you some of my early plans. i will however say if you honestly consider putting a goliath at every node then please uninstall. to put goliaths at all the nodes would be a bad idea because you remove all balance. imagine the chaos of 8 tanks all arriving at the middle node.

oh and for the middle node i had the idea of splitting it up to make it a dual set up. i cant really explain it without pictures of being on vent but it would definately make the middle less of a retarded choke point. as well as make use of lots of the dead space.
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

SweetTooth wrote:i have done planning on this map a long time ago. it is a very large map but honestly doesnt need that much work. i will gladly share with you some of my early plans.
Sure, feel free. And you're right, it really doesn't really require much work to get it in a playable state. I am interested in adding a bit more polish to the map where I can, but whether I'll even do that or not is a function of how much work I want to invest in the map for enjoyment's sake vs. not getting any credit for it.
SweetTooth wrote:i will however say if you honestly consider putting a goliath at every node then please uninstall. to put goliaths at all the nodes would be a bad idea because you remove all balance. imagine the chaos of 8 tanks all arriving at the middle node.
You're misunderstanding what I said - The map as-is has a Goliath at every node. This is an obvious blunder (particularly on a 1 route map like this, yeesh).
SweetTooth wrote:oh and for the middle node i had the idea of splitting it up to make it a dual set up. i cant really explain it without pictures of being on vent but it would definately make the middle less of a retarded choke point. as well as make use of lots of the dead space.
Yeah, there are some tower-like structures right now that have tanks spawning on top ... Considering whether I should drop some nodes on top of those. Only problem is they're custom meshes and only have 1 non-air access point (the ramp), which is situated in a way that would make it difficult for the losing team to reach it. A jumppad or something might work...
SweetTooth

WailofSuicide wrote:
SweetTooth wrote:i have done planning on this map a long time ago. it is a very large map but honestly doesnt need that much work. i will gladly share with you some of my early plans.
Sure, feel free. And you're right, it really doesn't really require much work to get it in a playable state. I am interested in adding a bit more polish to the map where I can, but whether I'll even do that or not is a function of how much work I want to invest in the map for enjoyment's sake vs. not getting any credit for it.
SweetTooth wrote:i will however say if you honestly consider putting a goliath at every node then please uninstall. to put goliaths at all the nodes would be a bad idea because you remove all balance. imagine the chaos of 8 tanks all arriving at the middle node.
You're misunderstanding what I said - The map as-is has a Goliath at every node. This is an obvious blunder (particularly on a 1 route map like this, yeesh).
SweetTooth wrote:oh and for the middle node i had the idea of splitting it up to make it a dual set up. i cant really explain it without pictures of being on vent but it would definately make the middle less of a retarded choke point. as well as make use of lots of the dead space.
Yeah, there are some tower-like structures right now that have tanks spawning on top ... Considering whether I should drop some nodes on top of those. Only problem is they're custom meshes and only have 1 non-air access point (the ramp), which is situated in a way that would make it difficult for the losing team to reach it. A jumppad or something might work...
it has tanks at all the nodes? i didnt think it did. i know there is one of the primaries or side nodes that just has the SPMA and Cicada at least i think that is all it has. hmm i will check it out later tonight.

and you are spot on with those platforms. those were the areas i was thinking about. but you then run into having the middle be a place of battle. so you need to put something there that makes people want to travel there and stop. my suggestion would be an amp or a couple of target painters or something

but i have some free time tonight and i think hornet was going to talk with me again on vent but you are more than welcome to tag along with him. just get on xfire or something and find me (sweettooth1)
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

We must be looking at different versions of the map -- When I downloaded it of of Unreal Playground there were like 3 versions, I got the SE version. This one has no ECE vehicles whatsoever and even has teamcolored lighting ...
SweetTooth

WailofSuicide wrote:We must be looking at different versions of the map -- When I downloaded it of of Unreal Playground there were like 3 versions, I got the SE version. This one has no ECE vehicles whatsoever and even has teamcolored lighting ...
linky? here is the one i have

http://www.gamespot.com/pc/action/unrea ... id=6118088
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

CosimiaFINAL edition

Node Listing Vehicles/Weapons
Asymmetrical placement for most vehicles/lockers, terrain is symmetrical. Asymmetrical powerup placement indicated via RED/BLUE.

=====
xCores:
=====

Vehicles:
1 Bender
1 Scorp
1 Manta
1 Raptor
2 ETurret

Pickups (Letter corresponds to 1 locker)
a. Bio 40
a. Link 90
a. Mini 190
b. Shock 40
b. Mini 150
b. RL 30

=====
x7 - Center Node
=====

Vehicles:
2 Raptors
2 Goliaths
2 Scorp
2 Manta
2 ETurret

Pickups
6 Health +25
a-b. Link 110
a-b. Flak 15
a-b. Grenades 18

=====
x9, x5 - Primary node
=====

Vehicles:
1 Manta
1 Goliath
1 Scorp

Pickups:
1 Health +25
RED: Keg nearby (Path from Red Core to x9)
a. Mini 190
a. RL 30
b. Flak 35

=====
x8, x6
=====

Vehicles:
2 Manta
2 Scorp
1 Bender
1 Goliath

Pickups:
3 Health +25 (path from Core to x8/x6)
BLUE: Keg (on path from Core to x6)

2 Health +25
a-c. Mini 19
a-c. RL 30
d. Flak 35
d. Grenades 30

=====
x3, x4
=====

Vehicles:
1 Raptor
1 Goliath
1 Scorp

Pickups:
1 Health +25
UDamage (near)
RED: 50s (close on path to x1)
a. Link 110
a. Mini 190
a. RL 30

=====
x1, x2
=====

Vehicles:

1 Scorp
1 Cicada
1 SPMA
1 Paladin

Pickups:

2 Health +25
BLUE/Bottom: 50s at x2
a. Avril 15
a. RL 30
a. Mini 190
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Cosimia is shaping up pretty well.

Download link if you want to look it over and give feedback.

http://www.wailofsuicide.com/projects/O ... 2pRC0d.zip

Optional DL: Custom music track (UT99 track converted to OGG)
http://www.wailofsuicide.com/projects/Golgoth.ogg

To-Do:

-Distance fog/clipping issue
-Finish volcano emitters
-Check collisions/coronas
-Check Weapon loadouts

-Optimization: Antiportals/BSP(?)
-Add cap to Core(?)
-BlockingVolumes near core
-xWeatherEffect (Ash)
-Error: WeaponLocker Autoplay.WeaponLocker3
-Visuals at 3-4, 1-2(?)
-Additional footpaths(?)
DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

Umm...might just be me...but I downloaded this 2 nights ago and when I run it, there aren't any nodes, cores or vehicles and there was a blue bot spawning right at the red core sniping me with the Lightning Gun! LOL!
The weapons lockers were obviously there! Help?

KKat
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
DW_e_aLpHa
DW Clan Member
Posts: 733
Joined: Sun Apr 02, 2006 11:00 pm

- It doesnt have a default link setup, that's why it won't show the nodes .. Just open the menu .. Clik on Map , then down right corner clik on linkDesigner and then by cliking on the nodes you can create any link you'd like to try - :albino:
..:: Sworn to a Secrecy ::..
Image
==||+ Beast Of Blood +||==
Post Reply