Air Mars

Discuss all things related to our custom map 32 player ONS server
DW_Hornet
DW Clan Member
Posts: 1125
Joined: Mon Mar 13, 2006 12:00 am

i should prolly trademark my name for ut.

ok is it me or those new vehicles take alot of damage when flying into objects? I see you enhanced the skymine raptor, why not incorperatea hammerhead type projectile instead. just balance it so its not overkill. I think those new manta can use more tweaking also. Id like to see dunno turret beams on their instead? I like the internal work, as well as the painters.
Gorzakk
1337 Haxor
Posts: 172
Joined: Mon Apr 03, 2006 11:00 pm

Thanks everyone for your comments. They are all being taken on board for the next version when I get around to it. :cheers: Zipher - The jump pads to reach the cores are at the end of precariously long and narrow wings bolted to the side of the central airship. Upon reaching them its a LONG jump straight at the enemy turret and if the big keg o health has been recently taken you'll loose about 30 damage anyway. I dont intend to undercut air on this map, just provide an alternative for those who hate it with a passion.

DW >Hornet - The hammerhead uses a weakened tank shell, I am unsure about putting that onto a raptor but will give it a go. I did toy with the idea of flak, but am worried about excess channels. But yeah I'd like to see something different to the skymines so am open to suggestions anyone. And only the Starbolt has higher impact damage. Being a flying turret shooting cicada lasers at a rate of 10 per second means it needs nerfing somehow. Thats one of a few ways.

EDIT: Any chance of giving this one a go on the server?
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

I've added this just now.
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

This could spice things up a bit :evil2:

http://www.ataricommunity.com/forums/sh ... t=teleport
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Now we can bring back ONS-TheHouse and have vehicles go thru the transport doors....lol

JK
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
Contact:

That could be pretty sweet. You could have isolated rooms which could provide for multiple sky boxes.

You could also have a huge water map with islands.
DW_Wraith
DW Clan Member
Posts: 846
Joined: Sun Jan 08, 2006 12:00 am

Oh yeah, great point Zeus! I was trying to think of some reasons to have transportable vehicles, and thats a good thing.... You could have a "heaven & hell type with atmospheres for each, and a night and day style map also...
zeus
1337 Haxor
Posts: 965
Joined: Wed May 03, 2006 11:00 pm
Contact:

Plus, optimization would be pretty decent because you can set up zone in each your BSP cutouts.
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