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View Full Version : UT2004 Demo Server: Custom Node Link Configuration Rotation


Freakish
02-17-2004, 04:03 AM
To spice things up a bit, we may try out some custom node linkings for ONS-Torlan.

If you don't know how to create custom node linkings, just start an Onslaught match via Instant Action and once in the game hit Escape to bring up the options pages and click the Map tab. In the lower right is a Link Designer button you can press to save/delete/modify custom link configurations. It's pretty simple to figure out..click a node to select it and then click adjacent nodes to add/remove links between the two.


Here are a few that I just whipped up right now, what can you all come up with? And what does everyone think about trying some custom node setups?

FBMachine
02-17-2004, 04:10 AM
And what does everyone think about trying some custom node setups? :rockon:

RedMag*
02-17-2004, 04:11 AM
:beer:

Freakish
02-17-2004, 01:55 PM
meh..realized this might be a better way of ensuring a team keeps a tank..

Scourgem
02-17-2004, 02:09 PM
Wouldn't that mean you'd only have to take over one of the opposing team's "home" nodes to be able to hurt their core? In fact, if you could take their tank node at the beginning of the game, you could head straight for the core. The other option seems better.

phalanx
02-17-2004, 02:46 PM
i posted 2 already somewhere on these forums... (goes and looks)
http://www.unrealplayground.com/forums/showthread.php?t=19643 ahh yes in here

Freakish
02-17-2004, 02:48 PM
Wouldn't that mean you'd only have to take over one of the opposing team's "home" nodes to be able to hurt their core? In fact, if you could take their tank node at the beginning of the game, you could head straight for the core. The other option seems better.

Heh..no I don't think that's how it would work (didn't have time to playtest). My understanding is that a team can only take a node if they can trace a path from their base to it..so the last configuration I posted would guarantee each team a tank near their base..the enemy could never attack the tank node (they'd never 'own' a node linked to it) and would allow defenders to sandwich *g* attackers who have the last node they need to attack the core. This would, I think, make for more interesting games with more opportunities for turn-arounds..it makes it harder to win and reduces the momentum a team gains by getting to that last node.

Freakish
02-17-2004, 02:52 PM
Here is mine based on my vast knowledge of the game...

This is why Slain does the graphics around here.. :eek: :D

Scourgem
02-17-2004, 03:54 PM
Doh! You're right Freak, just saw that setup at work ingame. I didn't understand the system at all. Me = n00b. :p

Freakish
02-17-2004, 04:09 PM
Doh! You're right Freak, just saw that setup at work ingame. I didn't understand the system at all. Me = n00b. :p

Right now our server is running 4 link setups (they rotate through game after game)..

Default
BonusNodes (1st screenie above)
2-routes (1st screenie above)
PrivateTanks-Sandwich (2nd screenie above)


Let us know how they play.. PrivateTanks-Sandwich makes it way harder to win, perhaps too much so..but I guess we'll have to give people time to play and get a feel for them.

Spiffness
02-17-2004, 09:38 PM
UP has been changin the nodes around... give feedback here.

my 2 cents:

The setup where you must controll the corner and the near base nodes to take attack the core is insanley fun. I love that setup. Puts lots of pressure around everywhere on the map. Next time its up, i'll grab a screenie.

The one where you attack the core via the corner node I didnt like much... seemed like once one side dominated, the other coulnt recover as it was a mile run to the node they had to destroy to stop the attack, yet the attackers had just a 30 ft walk.

I'll try to grab screenies for each setup when I give feedback from now on...

I'll be on the server lots tonite :)

Spiffness
02-18-2004, 12:48 AM
I love the one where the middle node is essential for access to the core...

The brutality is wonderful :)

Freakish
02-18-2004, 01:29 AM
feedback's better here where there are screenies of the layouts! :hammer:

I've already removed 'BonusNodes' and replaced it with 3-way..3-way is just spam quick fun..sort of the w00tabulous layout of the ONS-Torlan world. :p If it sucks we can pull it..

Spiffness, your 2 screenies are of 'PrivateTanks-Sandwich' and the default layout. ;)

Freakish
02-21-2004, 04:24 AM
UPdate -

The server's running 6 link setups now.. 5 custom and the one default. It randomly chooses them for every match.

Shots of each are attached.. Feedback good! Haven't heard many comments ingame..

Valis
02-21-2004, 04:33 AM
I think it will be really neat months from now to see several 'popular' linking patterns for each map in our rotation. With a map pool as large as s1 you'd have quite a variety of gameplay during a given week's rotation. Think custom maps AND a variety of linking patterns per map! Very cool...

CHiLLZ
02-23-2004, 10:35 AM
:rockon:

Dorkorama
02-23-2004, 10:51 AM
Think we could try a node setup without the middle node being linked to anything? Seems that extra Raptor becomes a massive lead to a team that probably doesn't need it most of the time.

Freakish
02-23-2004, 11:40 AM
Draw one up.. :D

<--currently UT*-less
When a node is not linked, everything with it disappears. There would be no central vehicles...

alaney3
02-23-2004, 12:19 PM
[QUOTE=Freakish]Draw one up.. :D

try this one nocenternode.jpg attached

I been having alot fun playing with newlinksetup.jpg attached

Dorkorama
02-26-2004, 10:59 AM
Draw one up.. :D

<--currently UT*-less
When a node is not linked, everything with it disappears. There would be no central vehicles...Yeah, I no there would be no central vehicle, which means no extra Manta and Raptor, but it also means no central AVRiLs. People tend to camp that center code waaaay too much.

Anyway, here's a text-art version of my center-less setup:

o-o o
| |/|
| / |
|/| |
o o-oFelt like a decent, semi-chaotic pull.

Scourgem
02-26-2004, 11:15 AM
I think you can grab the Avrils regardless of who the node belongs to. Weapon lockers don't seem to belong to a specific team.

teppic
02-26-2004, 12:26 PM
yeh the weapon lockers are always stocked nomatter what.

Blackshado
02-26-2004, 12:32 PM
Varying nodes is good, but with two exceptions that I've seen.

1) When the central node is linked to the core. Take that single node and attack the core immediately. Makes for terrible games.

2) When the far tank node is linked to the core. Makes it very difficult to make a comeback once its taken, since you have to travel very far, usually on foot, to get it back.

Those 2 variations should be avoided. The original layout is still the best by far, IMO, but changing it up for the demo is fine. Retail and custom maps shouldn't be changed though, since we'll get enough variety from all the different maps as opposed to the single one in the demo.

Freakish
03-04-2004, 03:21 PM
I'll get screenies up later..but I've pulled that silly 3-way one and added in 3 new configs :D. Alaney's newlinksetup.jpg, Dorko's ASCII one, and a third that should please the spammers.. It's essentially two triangles connected at the middle.

o-o o
| |/|
| o |
|/| |
o o-o


edit: Just realized this is the same as Dorko's, except with a middle node.

MortalPlague
03-04-2004, 05:40 PM
Glad that the 3-way node setup is gone, it did make for some awful games.

As a sort of rant on the side, the setups where you link to the enemy tank node are very frustrating. Right at the start of the game, all the guys on my team grab vehicles and drive off to grab the near node!?!?!!! On several occasions, I would climb into the passenger seat of a hellbender and be taken the big long way around to the tank node while our powercore was being steadily hammered by the other team who knew what they were doing... :hammer: :weird: :loopy: :scratch:

As a side note, I love the setup where the tank nodes are linked to the core and not the near node, I think that one makes for a great game.

evil_blue_dude
03-04-2004, 08:33 PM
my suggestion

MortalPlague
03-04-2004, 10:51 PM
Problem with that setup, EBD, is that you'd have everyone grabbing the central node and then attacking the core immediately. It's too fast, and has most of the same problems as the 3-pronged one that we pulled off the server earlier.

Freakish
03-04-2004, 11:08 PM
^^

wut he sed

evil_blue_dude
03-06-2004, 07:35 PM
doh' your right.

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