Misc Map Changes Thread..for little glitches and annoyances...

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pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

In this setup, they will be exposed to the attackers, while the defenders won't be able to shoot the node from the cores.
Ah so its angled like that.. yeah that makes sense... although we have so many stains they have a hard time as it is shooting that node from the core.

And can we get a sign that says "I hope your team is building the other primary first..."
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pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

Ok got it.

I did make a few changes, and called it V25. I'll leave V24 on the server, but lets compare.

Changes I made to V25h:
- Adjusted Cover around 5, vehicle factories moved back -- to prevent easy spamming from the lake, 10 has building protecting it...
- Adjusted location of Node 9, moved it farther back. This is to address the asymmetry -- its much easier, shorter to get from 10 to 6, than 5 to 9, so this hopefully evens things out. You can still hit 9 with the Mino from the Hill, but the 9 spawns (vehicles/people) are more protected by the hill.

Also fixed the Vehicle Randomizer, when you change the nodes from ONSPowerNodeNeutral to ONSPowerNodeSpecial the Node groups need updating on the ONSVehicleRandomizerOmni.

I've put v25 on the server... I think all the changes are good, but lets test them out.
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Super Sanka
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by Super Sanka »

Looking forward to playing house dria!
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YEAAAHHHHHHHHHH
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by YEAAAHHHHHHHHHH »

Those are good changes. Differences in terrain/building are one thing but when distances between nodes aren't similar then that makes things rough. Especially with how many of us know how to play with through the fog.

Depending on how the house idea goes, it may be fun to have an actual run down house there where you have to go inside and up the stairs or whatever to get to the node. That way there two paths to the core, one is just to onslaught your way through the front door, the "backdoor" way involves working that house.

Now I just have to get a computer that will let me play Dria...
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pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

FYI if you didn't catch the chat.
V25 Dria randomizer was bit messed up...on node pairings... its fixed now.. so one team won't get two link mechs at consecutive nodes.

The terrain changes were great you could drive up and down the hills easily. I think the node moving helped too.. It felt more even on the second match even with the messed up nodes.
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Anonymous.
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by Anonymous. »

pooty wrote: Sun Feb 09, 2025 3:13 pm Omni 1.0 Maps.. all of them

https://www.omnipotents.com/mapdev/Omni1-maps.zip (5.3 GB)
It's downloading very slowly for me.
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pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

Wonder if they are throttling, since its such a big file?
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by Anonymous. »

pooty wrote: Sun Feb 23, 2025 11:38 am - Adjusted location of Node 9, moved it farther back. This is to address the asymmetry -- its much easier, shorter to get from 10 to 6, than 5 to 9, so this hopefully evens things out. You can still hit 9 with the Mino from the Hill, but the 9 spawns (vehicles/people) are more protected by the hill.
I like the changes at 9, but the new vehicle and player spawns were rather annoying. The issue is you have to drive further to get to node 2, and one of the vehicle spawns faces into the canyon, which is very disorienting. I and others have driven the wrong way. I know reversed spawns are a thing, but I would rather just have the old spawn locations.

In this latest version I put the player/vehicle spawns back, moved the node a bit closer (but still within line of sight through the canyon), did some more terrain work, rearranged the vehicle spawns at 10, and made it easier to drive into nodes 1/2 from the back by slightly rotating the rightmost tower outward. It's subtle but should make it so tanks won't get stuck trying to get through, especially at 2.

ONS-Dria-Randomizer-V25.ut2.uz2
pooty wrote: Wed Feb 26, 2025 10:10 am Wonder if they are throttling, since its such a big file?
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pooty
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Re: Misc Map Changes Thread..for little glitches and annoyances...

Post by pooty »

I like the changes at 9, but the new vehicle and player spawns were rather annoying. The issue is you have to drive further to get to node 2, and one of the vehicle spawns faces into the canyon, which is very disorienting. I and others have driven the wrong way. I know reversed spawns are a thing, but I would rather just have the old spawn locations.
Yeah part of the idea was that a vehicle may want to go canyon around vs. "the back way" especially if the other team parks a mino between 9 and 2. I think as long as there's some protection so a camping mino can't just wipe out all the vehicles...it would be good.

And good deal on the terrain.
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