[WIP] Night Raid

  • Looking good Jonks, I’m curious if you had any issues with Masons spawn killing the Order during objective 3 since the Masons will essentially be in their camp rolling the barrols. Maybe I’m not understanding correctly what objective 3 is, but why are the Masons rolling the barrels from the wagons farther into the enemy camp, or is that a Mason Camp?

  • @Jonks!:

    Yep. I was looking into learning the UDK to make some fresh LTS maps when the contest was announced. Figured making a TO map with a deadline would be a good motivator for me.

    Sounds cool, keep updating! Damn this contest is gonna be great for the game.

  • Updates for days. And yea I can’t wait til all of these maps finish up.

    Quick Update:
    Bombcarts now disappear and explosions and falling rocks now kill nearby players.

  • KSP ARM update has diverted my attention for a bit. But I took a crack at getting the bots to go where I want them.

    This is my general state of mind while working with the AI navigation system

  • Hey, tried this map out earlier today at the official servers. My thoughts in general was that everything went a bit slow, might be because we were only around six people though.

    The fact that the bombcarts killed you was cool, but you need a bigger heads up. Otherwise you will just get mad that it killed you before you even had the time to get away.

    I like the part with the barrels but it doesn’t feel quite right. It’s the physics fault but if you could improve it somehow that would be high priority. Secondly we had several issues with barrels getting stuck. Didn’t know that you could press E to pull it so that really needs to be clearer.


  • Sweet thanks for the feedback. The FTL and KSP updates have been sucking up my free time but I’ll be getting back to this tommorow.

    I’ll most likely speed up bombcarts and add a fuse noise or something before the explosion. As for the barrels, I really have no idea how to have players carry them so they’re going to stay physics assets, but I’ll add a notification to the big objective popup that explains how to pull them.

  • Great map, got to play it with about 23 Aussies yesterday. Has some real potential, I LOVED THE SOCCER BIT at the end hahahhahahaha.

    Give us an add on steam, would love to talk to you as you work to improve your map!

    Steam - Yarnukin

  • Please, put instructions into the map! And HUD makers, I played and was: What is needed to do? No one knew it!

  • Hey I haven’t updated this thread in a while sorry for the late response.
    I’ll try to find you on steam yarnu.
    Are you sure you had the HUD turned on? There are HUD markers all over the place.

    Scoreboard now displays all objectives.
    Time limit for the objectives changed from 10/10/10 to 8/6/8.
    Minimum spawn times for Agatha changed from 5/5/5 to 5/1/10.
    Objective notification text reduced.
    New HUD markers for objective 2.
    Minor beautification tweaks.
    Lightmap resolution increased on landscape.

    Current Goals:
    Figure out how to carry barrels (still).
    Award points for completing objectives.
    Figure out scoreboard progress.
    Work on bot navigation.

  • Completely ignored previous goals and…

    Fixed ridiculous moon bloom lighting stuff and things.
    Added a fence to keep Agathians out of the larger play area while in objective 1.
    Added progress bars to objective 2.
    Bomb carts now roll down the steep hills when not being pushed or while contested.
    Some other stuff maybe?

    Current Goals:
    Old goals!

  • I hosted this map and I enjoyed it a few times.
    The attackers could reach the 3rd objective when there were about 10 players. But the attackers couldn’t reach the 2nd objective, not even once when there were 30 players or more. It was so hard to lift the carts to the arch.

    I know this map is called “Dawn Raid” but many players said it was a bit dark.

    By the way, bringing the barrels is fun.

  • Thanks! I’ve been trying to work out the balance on Objective 1 for a while now. In the latest version, the cart has been sped up to 1.5x as fast from the 1.2x in the version that you played. The carts also only roll back on the steepest part of the hill. The time limit was also pushed up to 10 minutes from 8. If that isn’t enough I could push the Agathian minimum respawn time up a bit.

    I’ll look into playing with the lightning levels some more. I dropped it down to 0.5 from the default 1.0 which might’ve been a bit too low.

    Also, does anyone know how to change the title of a thread?

  • Objective timing still need work. Barrels now move a little better but this objective is such a chore and not fun in anyway.

  • I played it on Tuesday.
    Attackers lost but only with 1 barrel left. (And close to exit).
    I played 2 times and the first was some of the same, nice balancing.

  • I did tweak the objective timing a little more. But I doubt I’ll be changing the 3rd objective at this point. Yea there are flaws with it but I’d rather have something a little silly but original than another push objective or destructible.

    And thanks Leynadix. It’s always good to have some feedback.

    In other news, I’ve kind of worked out the bot system:

    These silly bots from both teams will jump over the necessary ledges and fight over the bombcarts. That’s all they’ll do at this point but it’s promising to know that you can actually make them do something.

  • A map where you can wreck the Agathas stuff and get away with it? Count me in! And Explosions? Thats my specialty heh heh… Look at my username

  • Waiting patiently for feedback…

  • **Aggregated feedback from the development team. If you have questions, or need clarification, please keep it in this thread. I will not be answering private messages. Remember, this is only Round 1, and nobody is out it at all.

    General Map Feedback**

    • Wagons need better hit indication.
    • Solid Visuals
    • Collision on landscape is wonky. Avoid steep slopes.
    • Barrell objective needs reworking, No physics
    • Last Objective needs reworked. It hurts the map severely. Fixing this will go a long way for round 2.


    • Pushable is very slow. Especially considering there are two of them.
    • Pushable should not be moved back.
    • The Bomb killing you immediately is frustrating. Give it a fuse or some kind of delay warning.


    • Need better indication on destroyed wagons. (Fire, smoke, more rubble.)
      Good Indication on HUD


    • Could not finish. Extremely frustrating objective.
    • Physics Objects are too unreliable for a gameplay relevant object.
    • Pushing was tedious.
    • Possible for barrels to enter inaccessible parts of the map.
    • Push Destination is far too defensible.

  • Here are my thoughts about this map. Please note that I ignore stuck spots and other glitches and instead focus on actual gameplay. I will note about gamebreaking bugs but otherwise I leave them be.

    I will also be playing with maximum graphics settings and will note if something doesn’t look quite right or is too bright or dark.

    If you have any questions or need clarification, I will gladly provide answers.

    Dawn Raid


    • The night asthetic looks really good and fits the theme well.

    Stage 1

    • A bit too bare for my tastes, try adding some foliage to make it look more livid.
    • Mason spawns seem a bit too separated. I suggest making 2 spawns closer so that new players don’t get lost immediately.

    Stage 2

    • It is not obvious if the carts are broken or not. Consider making broken carts have darker canvas to make them different from others.

    Stage 3

    • The barrel physics are really wonky. Consider making them something that your character has to ”carry”. For example, make player character move 20% of his original speed and force fists as weapons. Barrel football is fun and all but they get too easily stuck on walls and they are really hard to move.

  • Global Moderator

    The third objective is neat and original, but it does need some fixing. Pushing the barrels is kind of awkward and there are so many of them.
    I really like how the bombcarts roll down the slope when they aren’t being pushed, I sure hope that that doesn’t have to be removed.
    -The bombcart status says that it’s 99% complete when it is actually 100%
    -It is possible to get stuck on the second Agatha spawn. (In between the latter and the rocks)
    -A part of one of the rocks is invisible (Bottom right of the second Agatha spawn)

    And finally, why don’t you have TO,TDM, and LTS in a single Workshop file? Just for simplicity.

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