ONS-Tek Randomizer

Discuss and provide feedback on Maps.
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pooty
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Re: ONS-Tek Randomizer

Post by pooty »

On the Server
This only works for healing the node, not damaging.
I wonder if this was actually intended or a bug? Usually when you heal a node it causes it to light up...I don't think this does. And since the link beam usually only changes when its "linked" and it doesn't makes me think its a bug... but its an interesting one.
I think it offers some unique play opportunities.

I've also wondered if we should have some of the vehicles (link?) that could get "powered up" from a power node? We have power nodes, power cores but they are really just targets.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

The node does light up when you link it through a teleport pad. You can verify this with the center node on Tek V6 since the pad is right next to the node. It is definitely odd behavior for sure, but now I have a whole bunch of ideas for maps, like having a node with a bunch of hp and link modifier with multiple teleport pads, requiring the enemy team use teamwork to kill the linkers at every teleport pad in order to have a chance at bringing the node down.

With the power node giving buffs, I'd like to see a version of the node that heals all nearby friendlies for a % of their health each second or something like that. It would make spamming locked nodes harder since the defenders will be constantly healing and it gives a way for vehicles to repair themselves if they want to spend the time moving all the way back to a friendly node.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

V7-TEST on the google drive.
https://drive.google.com/file/d/1svu2Lc ... sp=sharing

After playing V6 there were a couple issues that came up. These changes should hopefully provide a balance between fliers, tanks, and on foot players so it takes a combination of them to win.

Changes:
-Reverted the falcon removal. With no op fliers, the matches devolved into which team can link their tanks better, which is too one-dimensional for good gameplay. Obviously, linking tanks should give your team an edge, but good matches are when multiple angles are used by a team to acheive victory. A falcon spawns at each core and an additional falcon might spawn at either the core or primaries like before.
-Added a one-way teleporter from the spawn room at the close primary to the top of the rock in front of it. This gives the defenders a faster way to reinforce their foot soldiers than the middle node does. This should help the defending team deal with the campers in the middle since it won't take forever to respawn and get back to the top of the rock.
-Added a rock pillar with jump pads, giving teams another route to the center platform. The jumppads are by the aforementioned teleporter, so players can spawn in at the close primary and easily get to the center platform on foot.
-Added interior pathways in the center platform with a super shield and health pickup. The dmers can go have fun there.

In testing, the ultimateonsfactory radar feature appears to be working now, and I got both perses to show up on the radar with their team color. Not sure if this will work on the server, but if it does it will be a nice feature.
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pooty
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Re: ONS-Tek Randomizer

Post by pooty »

On the server.
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

V8-TEST on the google drive
https://drive.google.com/file/d/1ANdJnV ... sp=sharing

I'm leaving the -TEST suffix since some of the changes here are experimental.

Changes:
-Removed collision on the jumppads in the cores. No more tanks getting stuck on that bump.
-Added two nodes at the base of the center platform. These nodes have no vehicles, but have a teleporter that goes into a tower in the center platform.
-Added more interior pathways to the center platform to connect the two towers to the node and stormcaller pickups and added a regular nuke on a beam in the middle.
-Adjusted the link setups to make use of the new nodes. This should make the game flow a bit better and make the center more important, giving the dmers something to do.
-Smoothed the terrain around some of the nodes to reduce the areas that tanks get stuck on.
-Replaced the flare raptor at the far primary with a predator. The flare raptor just doesn't pack enough punch to be as impactful as it needs to be. I didn't want to go back to the mirage raptor since it chews up any other fliers for breakfast, especially with the dd. An additional predator can spawn via the randomizer. Flare raptors can still spawn via the randomizer. The set spawns for the falcon and predator should make it so a team can still have a chance even if the stains are fumbling the tanks.
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pooty
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Re: ONS-Tek Randomizer

Post by pooty »

Did you update the Turtle to TurtleOmni? The Old turtle has a nasty habit of spamming your local log?

I'll take a look before I upload it
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pooty
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Re: ONS-Tek Randomizer

Post by pooty »

Yes it was the old turtle. I updated it and will upload that to the server. Same file name.
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captainsnarf
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Re: ONS-Tek Randomizer

Post by captainsnarf »

This is a nice map rhamp! I appreciate the work you put into it, and apologize for complaining about it. :cry: I'm a grumpy old man and am sorry about that. The leon node sounds crack me up :D
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Rhamp
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Re: ONS-Tek Randomizer

Post by Rhamp »

With the issue of a bunch of people camping on the middle platform, what if a vehicle teleporter is added under it on each end so ground vehicles can get up there?
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Super Sanka
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Re: ONS-Tek Randomizer

Post by Super Sanka »

lol
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