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ONS-Xorion | | Map Info |
| | File Name | ons-xorion.zip | Author | )Hidra( | Gametype | UT2k4 Onslaught | Date Added | 08-09-2004 | File Version | 1.00 | File Size | 2.96 mb | Player Count | Unknown | Map Description | plz dont brag and have fun .... | Review Rating | -- | User Rating | 4.5 | Overall Rating | -- |
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|  | | Review |
| No review currently available for this map. Click here to request a review of this map.
| | Map Comments |
| Dead Man Walking 08-09-2004 08:06 PM MDT | Rating: 6 | | Good map. It's not small but not huge either. Plays very well and good bot support. I think that there needs to be a better transition from map to skybox. The small hills does not cut it from the view in a raptor. I am so glad it's not one of those 3 node maps, I hate those. I give it a 6.
| Shadowlurker 08-09-2004 08:11 PM MDT | Rating: 3 | | I'm pleasantly surprisd by your progress, hidra. In a very short space of time you've increased your skill in the editor. Don't paid to much mind to the score - it's low, true, but looking at your previous work and then this and Reaven I'm encouraged by your rate of progress.
Next time, spend a little more time, polish it up. Your concepts are interesting, certainly. I suggest the NC forums for beta testing these maps, too. It'll help you improve even more with constructive critasism.
| SilverHairDevil 08-09-2004 09:55 PM MDT | Rating: 2 | | You're going to fast. Slow it down and make a good map that isn't rushed.
Again i can't use the forums for some reason but i have a question. How make a team player start? When I set the team number to 1 = blue, and im blue i respawn in a red one with a 0 team number. I never spawn in a blue 1 number spawn. Also how do you make team turrets for minigun - same problem as player starts? Also check DM-pablo deli and ONS-rapanui if u may and see if you can answer those question. PLZ!!!
| whisper 08-10-2004 05:59 PM MDT | Rating: 6 | | I reognize all the work that went into this map, and I think it could be alot better with only a few minor problems fixed.
1. The bots did not drive the hellbenders or the goliath tanks, although a bot got into a hellbender I was driving.
2. The two nodes on the two farthest ends of the main pathway in the center of the map are covered on one side by a wall of cylindrical looking static meshes. You should be easily able to fit through them on foot, but the collision on them was messed up and it wouldn't let you through.
3. The white snow textures caught a little too much light in some places and were bleach white, which looked rather silly and is hard on the eyes.
4. The two nodes in the corners of the map are in a small building. The height of the buildings are a little too short because you can't see the healthbar above the node.
5. As stated earlier, the hills on the side of the map look bad when you are in a raptor, or have any significant altitude.
6. Some of the inside parts had walls that were rather large but had no trim on them at all, which made them look bare.
7. The layout wasn't great, but it wasn't terrible. There didn't seem to be much direction in the chaos, there were always a choice of nodes to attack and because of that the battle was too spread out for my taste, also default player count was way too low for me.
There a lot of things a liked about the map though. I thought the use of fog was very well done and added a lot of atmosphere to the map. I liked the light coronas on all of the lights (esp. the big star ones). Static meshes look nice and the theme is carried through the entire map. Of course, everything works without a hitch other than the (somewhat) small bot problem. I know it must have been hard to get an onslaught map working well, esp. with all the pathing.
Keep mapping because you enjoy it, not to please other people who will never appreciate your work. Looking forward to your next maps!
| Doriz 08-14-2004 07:14 PM MDT | Rating: 6 | | not bad at all
I liked the the only the snow was at some places quiet high but overall nice done
| )Hidra( 08-15-2004 12:17 AM MDT | | thx for the Comment list Whisper
Edit:1. The bots did not drive the hellbenders or the goliath tanks, although a bot got into a hellbender I was driving.
Is i do fix it ... i need to change the entire map (this problem is The most anoying in ons!)
Edit:3. The white snow textures caught a little too much light in some places and were bleach white, which looked rather silly and is hard on the eyes.
i dont see any arena .. set down gamma ..
| Moriyosi 08-20-2004 04:28 PM MDT | Rating: 4 | | Rather than make a formal review of this, I'm just going to address the author directly here. Players looking for a polished Onslaught map would be advised to give this one a miss; while an improvement over the author's previous output, it's still got a ways to go before it's worth the download.
Lighting. You have a lot of coronas in the area, but everything is fullbright, giving the entire map a repetitive, glaring look; try applying some subtle shading to the backsides of walls to break up the monotony a little. Structure interiors could also use a slightly lower light level.
Bots. Bots play at average competency, but have a deep-seated aversion to the Goliath, Raptor, and Hellbender; even if they get inside, they tend to exit almost immediately, leading to farcical situations where an enemy node ends up entirely surrounded by hijackable vehicles. In the same vein, I've repeatedly run into clumps of bots under the ramps, crowding around a small carpark's worth of abandoned Hellbenders with a single Scorpion stuck in the middle.
Layout and Architecture. The node layout is a mess, lacking a clear focus; redesign it and put more of an emphasis on the middle node. The two nodes on either end of the central structure are enclosed on three sides for no obvious reason; remove some of the surrounding clutter and give them a slightly more open position so they can be attacked more easily.
Given how important it is to Xorion's gameplay, the roof of the central structure is far too busy; the massive hole in the center doesn't have nearly enough room on either side to pass by, and the pipes just add further problems. Try expanding the structure slightly and clearing a few broad pathways for vehicles. You may also want to look at your choice of meshes, as some of the prefabs used to populate the level tend to clash with one another.
All in all, however, this was a fairly solid effort. Keep at it.
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