JB-Coralation

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Spudsy

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Feb 16, 2005
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Sex is right here, maybe when a new beta is released, the mapper or someone knowing of the mapper can declare a time and server with each beta release. If all goes well, the beta testing can go a lot quicker and smotther.
 

Spudsy

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Feb 16, 2005
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Zed, I have found a minor, yet significant bug in Colilation Beta 3. When swimming far far out into the ocean, to the point where the ocean floor drops deeper, the Ion Cannon targets you for annihlation, forcing you to stay in the stage. There is a problem with this however. The Ion Cannon, which targets and delivers a countdown warning to the deserting palyer, fails to fire. The Ion Cannon ceases to track you all together if you are full submerged under water. When above water the Ion Cannon targets you, but a player will sink slowly under water when not holding the jump button to emerge. Follow me so far? A player not moving will quickly go slightly underwater, yet full submerged none the less. When a player holds the space bar or jump button, he bobs up and down, yet stays above the surface the entire time. This is where the probblem really kicks in. With every bob, the countdown resets to 9 and the Ion Cannon will constantly be rest at 9 for every bob, which happens every second. So, the problem is that the Ion Cannon, does not target you under water, and fails to fire if you are not. If asking why this is of importance, someone online could use this to swim out far, undetected, and pop up in the enemy base. Please make sure the targeting area covers above and below the water surface, and try to see what you can do to fixing the bobbing problem.
 

ZedMaestro

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May 18, 2003
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Yeah the IonCannonKill volume doesnt work if you move in and out of a water volume.

Thats an easy fix though; I just set the IonCannonKill volume to work above the surface, and set a pain volume in the water beneath it around the outer edge of the map.
 

The_Head

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Jul 3, 2004
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See the screeny. Nice simple fix. I didnt get stuck but the tank hit a bump slowed down to about half full speed and lost some height. could be quite annoying in the think of the action. Not sure how the bump effects other vehicles. though.
 

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Birelli

meh...
Oct 14, 2001
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Perhaps a vehicle blocker is in order around the switches for this one. As I demonstrated in the test today parking the Goliath tank on top of your switch is an extremely effective defense. It could just apply to the tank but I suppose the Hellbender would also do fine in a pinch, or a combination of smaller vehicles would also prove a problem. I personally don't think the Goliath should really be in the map at all, but I'm probably outnumbered on that one. Also the bases could probably use a shock turret for defense against a Raptor release-drop (just jump out over the switch), but maybe that's already balanced well enough, I'm not sure.
 

ZedMaestro

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I'll just shove a reasonably-sized set of rocks around the switch and put a vehicle-specific blocker around it. While if you tried to fly a manta over the switch you might hit the collision, thats an insignificant side effect. I'd rather not put a rock-roof over it.

I'll just lower those raised planks of wood where that tank is and modify the terrain to fit the bridge.

Would replacing the minigun turrets with the ONS "shock" turrets be better? They do work with JB, so its not exactly a difficult change.
 

G.Lecter

Registered Tester
Dec 31, 2004
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ZedMaestro said:
Would replacing the minigun turrets with the ONS "shock" turrets be better? They do work with JB, so its not exactly a difficult change.
I think they would be too powerful and that would encourage camping too much... :(
 

Spudsy

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Feb 16, 2005
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Also, Zed, there's a problem with the map boundaries. As I came to the floor of the ocean on Thursday online, I seemed to be able to go way far past it. Check the corner boundaries and make sure it corresponds both with the corner of the ocean floor and with the actually wall boundary all together. Lol, leave it to me to find this bug :p.
 

ZedMaestro

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The ocean floor in no way represents where the IonCannonKillVolume boundary begins. That bit of the ocean floor is a second TerrainInfo with a small X/Y size and huge scale (thus low polys for big size terrain). I made the Ion volume a bit further out so that there was more space for Raptors to fly around in. However, since that seems unnecessary I'll bring in the boundaries.

What should happen about these turrets then?
 

Birelli

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Oct 14, 2001
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ZedMaestro said:
What should happen about these turrets then?
IMO the bases are pretty weakly defended right now, certainly in a Manta or a Raptor I never once felt like there was a possibility I couldn't release my team solo. Maybe if both turrets were manned and the goliath was camping the over-land routes from the back and there were guys with shock/lightning on the ground it'd be tough, but I think a shock turret would help. Maybe just one shock turret in addition to the minigun ones?

It'd be nice to test out the balance with more players, but at the same time we had close to a 5v5 going on Thursday, which is the player load the map is most likely to see. It's no use balancing the map for huge player loads if it never sees them. Maybe with 8v8 the extra base defense would start to make it very defense-heavy, but I just think with 5v5 and only 2 maybe 3 defenders there's not much they can do to stop an attack.
 

ZedMaestro

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How about an ONS Turret coming away from the Weapon Locker down by the Hellbender/Goliath area, sticking out from that circle in the direction of the sea?

In that way the turret would be in a good position to take on Raptors but not that useful for vehicles and players that were a fair distance away from the switch (like on the bridges).

Jailbreak gets played at the FragBU, not that I've ever been part of it myself. I've heard that lots of players play during that time, but most Jailbreak maps are too small for 8on8 or more. So maybe at the FragBU these larger maps would be played more often.
 

Birelli

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Oct 14, 2001
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Yeah I like that idea, makes it harder to do a Raptor drop but doesn't make it impossible for scorpions and mantas to get close. And If there's someone in the Goliath good luck getting a ground vehicle to the switch anyway, heh.
 

ZedMaestro

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Birelli said:
And If there's someone in the Goliath good luck getting a ground vehicle to the switch anyway, heh.
Thats the interesting decision a team has to make; whether to have an extremely strong offense and take the tank to the enemy base, or to leave it at their base for an extremely strong defense :)
 

Birelli

meh...
Oct 14, 2001
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Not really a choice IMO, any team with Raptor pilots worth the bandwith they take up makes taking the goliath into the field a poor choice, but that's all part of the game :)
 

Spudsy

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Feb 16, 2005
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Look, the vehicle layout is fine, it's all about the players choices and the vehicle matchups. I say, don't touch the vehicles.
 

ZedMaestro

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OK
  • I've brought in the boundaries of the IonCannon volume and the painful WaterVolume boundary. It does not correspond to the appearance of the sea floor.
  • I've put an ONSTurrent behind the lower spawn circle. There are considerably fewer controls available to perfect their abilities, so they're permanently locked to their team throughout the game. Also, something beyond my control, the wreckage of a destroyed ONSTurret has no collision. Nevermind.
  • The TargetPainter "superweapon" in the middle has been replaced with an Avril, thus making a total of two Avril pickups, both on the middle island. The Target Painter was useless, and now there's a higher chance of a bot picking up an Avril.
  • Bots still arent as clever as one would like them to be, but I cant do much more about that. One would hope that you wouldnt be playing this map with bots anyway...
Unless you desperately want to test this out before I release it, speak up. Otherwise I'll upload my Beta4 to NaliCity this weekend. I've had enough of waiting for feedback and online testing without enough players.
 

ZedMaestro

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Its only got no collision around the wreckage of the turret; when its functional or idle it does have collision. The wreckage is only present for about 15 seconds before a new turret respawns.

I dont know if a blocking volume on a Vehicle pawn would go down too well with the game. Personally it really doesnt bother me either; its not as if there's any advantage of the lack of collision on the wreckage either.