AirMars

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pooty
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Re: AirMars

Post by pooty »

V2.
Changes.
- Spawn Points on top of coreships, instead of down below.
- Moved Jump Pads, you can drop straight down and not hit them. If you drop in with momentum facing away from the core you might, but too bad you're facing the wrong way dummy.
- Helix Spawn Time from 15s to 90s. (15 wtf!)
- LinkFlyer Spawn time from 30s to 45s.
- Added Jump Boots at all primaries and 2 sets each side inside airship.
- Low Gravity
- Quad Jump
- Added Turrets on the top of the big ship linked to each of the Cargo bay nodes (not sure about this but gives some additional play on the top and should discourage helix camping)
- Replaced Paladin(Crusader) with Basilisk.

With the QJ, and Low Gravity, Jump boots, you can actually jump from the all the primaries down/up to the middle airship topside. This should make for some interesting play as now you can "land" on the ends and SR/Avril incoming flyers, and/or use the turrents on the big ship.

You can also use jump boots to jump up to the middle node in the airship. However, now that there's low gravity you can get around in the middle cargo area and pretty easily hide -- this should counter the flyers coming in.. SR hits will bounce them off the fuel tanks and such making them pretty easy to kill.

Lets see how that works, rather not take out the link flyer.

And this should allow for fun jumping on foot combat in the middle.

I can make it so NO flyers (or specific flyers) can't pass through from side nodes to the middle, but figured most of the time they get chewed up pretty good anyway, and lots of cover for infantry on the inside.
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Enyo
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Re: AirMars

Post by Enyo »

captainsnarf wrote: Thu Jul 06, 2023 3:04 pm I thought the point of the giant airship was that you have to get out of your flyer and do some fighting on foot.
Maybe that was the intent, but most players just fly around and never bother going into the airship, presumably because it's not very easy to get in there, especially the middle. Then again, most of our players don't actively engage nodes anyway, so they're probably not the best measure of how to approach this map.
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pooty
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Re: AirMars

Post by pooty »

lol. Yes nodes inside buildings/ship are hard. 3D is a challenge for many of our players... :D
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pooty
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Re: AirMars

Post by pooty »

Played pretty good right up until the crash:

Code: Select all

Critical: MutClanManager ONS-AirMars-p00tylicious-V2.MutClanManager (Function ClanManager1h_6T.MutClanManager.CheckReplacement:0000) Infinite script recursion (250 calls)
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YEAAAHHHHHHHHHH
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Re: AirMars

Post by YEAAAHHHHHHHHHH »

More randoms:

1) I'm going to sign up for team "hate the link flyers on this map". I'm flying around in dogfight mode and a select few are just flying around holding left click. It's just my vote, take it or leave it.

2) Maybe some explosive cans might make the interior of the ships interesting?

It's cool to see one of the most hated maps get turned around into a cool map.
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pooty
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Re: AirMars

Post by pooty »

Agree on the link flyer. It's just too much. It ruins the dogfighting, and the link ability without getting out just breaks the map, IMO. You can build, defend the cargo bay nodes at the same time -- only vehicle that can do that....everyone one else has to get out.

Ooo yeah the barrels by the doors to blow up incoming flyers might be fun.
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Enyo
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Re: AirMars

Post by Enyo »

Pooty, what do you think about adding some type of anti air vehicle(s) on the top of the airship once the middle nodes are built? A standard rail tank has limited angle of fire, so it prob wouldn't be overkill, but it would be cool to have something there to defend the middle nodes once they're built. And it would appease the tank whores a bit. Or, maybe something silly like a Heavy Goliath since it has limited laser range.
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pooty
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Re: AirMars

Post by pooty »

Pooty, what do you think about adding some type of anti air vehicle(s) on the top of the airship once the middle nodes are built?
Already done. Middle node gets Centaur and Basilisk up top.
Side nodes activate a laser turret on each end...they can pretty much hit flyers coming out past the core shields.

A team that takes all three could potentially have three laser turrets pounding at the enemy.
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pooty
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Re: AirMars

Post by pooty »

V3 - Removed LinkFlyer, LinkManta, replaced with CSGPolice Venom, Havoc. Added a few exploding barrels in the big ship.
Adjusted some of the spawn times.
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pooty
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Re: AirMars

Post by pooty »

Code: Select all

Critical: ONSPowerNodeSpecial ONS-AirMars-p00tylicious-V3.ONSPowerNodeSpecial7 (Function Onslaught.ONSPowerCore.TakeDamage:0000) Infinite script recursion (250 calls) detected
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (ONSSpecialPowerNodeShield ONS-AirMars-p00tylicious-V3.ONSSpecialPowerNodeShield, Function ONS-AirMars-p00tylicious-V3.ONSSpecialPowerCoreShield.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::CheckEncroachment
Critical: ULevel::FarMoveActor
Critical: UObject::ProcessEvent
Critical: (ONSSpecialPowerNodeShield ONS-AirMars-p00tylicious-V3.ONSSpecialPowerNodeShield, Function ONS-AirMars-p00tylicious-V3.ONSSpecialPowerCoreShield.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::CheckEncroachment
Critical: ULevel::FarMoveActor
Critical: UObject::ProcessEvent
Critical: (ONSSpecialPowerNodeShield ONS-AirMars-p00tylicious-V3.ONSSpecialPowerNodeShield, Function ONS-AirMars-p00tylicious-V3.ONSSpecialPowerCoreShield.Touch)
Not sure why that's two infinite recursion calls on air mars.
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