Rare real MAPS, and not really "maps"

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Nelsona
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Joined: Sat Sep 30, 2017 5:03 am

Rare real MAPS, and not really "maps"

Post by Nelsona »

I see here some maps posting spree, a topic open for each supposed map, actually we do not have too much Bot Pathing if we speak about old mapping way of doing. Nowadays when servers are poor in players, CTF maps without Bot Support are pretty much useless - I do not even host such things nowhere. Do am I supposed to play a CTF game alone because Bot is doing nothing ? What's the point here ? I'm not in such bad metal state. What is the point in a game requiring at least 2 teams with at least 1 player per team when the second "guy" in like NONE due to dumb map pathing or None map pathing ?
Okay, what I'm trying to say ? Somehow exist a couple of CTF maps saved from death (original link is gone for years) and these are way to good for being lost. Else in case of troubles, in 2018 we do have technology to improve A.I. game if we speak about less populated servers. I'm going to prepare a few MAPS which I can say that are suitable for an ANYTIME-game, a nice CTF game ground, playing alone (with Bots) or not alone (with human players) as long as they do have Bot Support.
I don't have to mention my personal NsCTF games done lasts years where I can have even Team Monsters recognizing their team (Bot and Human) and Bots are not hunting friendly monsters. All these are doable in maps having PATHS, because monsters are joining based on PathNodes not based on some telekinetic influence from hell or whatever stupid Voodoo Magic dropped by a wizard. With other words, CTF maps without paths are completely useless for me.
And then what does it is useful somehow ? Bunching goes bellow:
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CTF-Burnination.zip
(3.66 MiB) Downloaded 514 times
Burnination_00.png
Burnination_00.png (1.38 MiB) Viewed 6808 times
Burnination_01.png
Burnination_01.png (1.43 MiB) Viewed 6808 times
CTF-DaysWork.zip
(596.18 KiB) Downloaded 435 times
DaysWork.png
DaysWork.png (1.64 MiB) Viewed 6806 times
CTF-Too_Close2.zip
(1.67 MiB) Downloaded 451 times
Too_Close2_00.png
Too_Close2_00.png (1.27 MiB) Viewed 6805 times
Too_Close2_01.png
Too_Close2_01.png (1.19 MiB) Viewed 6805 times
ctf-zs-mountain_lair.zip
(2.03 MiB) Downloaded 425 times
Mountain_Lair_00.png
Mountain_Lair_00.png (1.43 MiB) Viewed 6804 times
Mountain_Lair_01.png
Mountain_Lair_01.png (1.36 MiB) Viewed 6804 times
CTF-NiteLite.zip
(2.07 MiB) Downloaded 427 times
Nite_Lite_00.png
Nite_Lite_00.png (1.25 MiB) Viewed 6803 times
Nite_Lite_01.png
Nite_Lite_01.png (1.36 MiB) Viewed 6803 times
Nite_Lite_02.png
Nite_Lite_02.png (1.55 MiB) Viewed 6803 times
CTF-GovernmentHousing.zip
(2.63 MiB) Downloaded 460 times
GovernmentHousing_00.png
GovernmentHousing_00.png (1.02 MiB) Viewed 6802 times
GovernmentHousing_01.png
GovernmentHousing_01.png (892.92 KiB) Viewed 6802 times
CTF-STFU_n00b(LE).zip
(5.13 MiB) Downloaded 509 times
STFU_n00b(LE)_00.png
STFU_n00b(LE)_00.png (1.29 MiB) Viewed 6801 times
STFU_n00b(LE)_01.png
STFU_n00b(LE)_01.png (1.41 MiB) Viewed 6801 times
To summarize: If these do have some "unfair" spots they can be adjusted. In a map if geometry is OK, the rest of more or less mobile actors can be fine tuned and things are going at extremes toward quality, happening in RUN-TIME without Editor and without having a new map-file.
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evilgrins
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Re: Rare real MAPS, and not really "maps"

Post by evilgrins »

Yeah, I haven't had the time to check those yet but glad to hear they worked out so well... especially on the bot-pathing.
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D13GO_{HoF}
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Re: Rare real MAPS, and not really "maps"

Post by D13GO_{HoF} »

Nice to see old maps getting saved and add some bot support so it can be used by Bots.. That is hard to do specialty on CTF RX maps while keeping the geometry on it.
Nelsona
Posts: 1728
Joined: Sat Sep 30, 2017 5:03 am

Re: Rare real MAPS, and not really "maps"

Post by Nelsona »

evilgrins wrote: Tue Jun 19, 2018 11:10 pm Yeah, I haven't had the time to check those yet but glad to hear they worked out so well... especially on the bot-pathing.
Yes, and like I said, if exist small glitches they can be adjusted, in one of these exist a healing spot which Bot will not use, perhaps this is not like an issue since map has dark spots offering advantage to Bot which doesn't need any light for sniping you - I think this is a balance.
Diego_{HoF} wrote: Wed Jun 20, 2018 1:54 am Nice to see old maps getting saved and add some bot support so it can be used by Bots.. That is hard to do specialty on CTF RX maps while keeping the geometry on it.
Well, as I could see so far Not many people have addiction for such things like RX. For majority which don't see why, the logic is simple and mainly posted already in first post but I can complete a few points.
RX any doesn't include Bot Support even if some Navigation is doable - "AERIAL PATHS" are already sampled and maybe not that hard to do. RX Mods do not have "Bots" instructed for such a flying task - I did not see this. As result RX dedicated maps are not really maps from my point of view because they do not even have good ground paths for being used outside of RX. Good... and now if we take these in account, such games at this moment are ONLY for players as main condition which is not good. Not all time at any hour servers have players, but servers might have Bots 24/7 and even games running without players (not a real goal but more like a server stability test). Due to fore mentioned issues - LIMITATIONS - these mods do not have more fans as long as they have their exploits/flaws as well - UE1 was NOT DESIGNED for these things after all. To summarize, normal maps are distracting more people than empty cubes/zones done and then reading various excuses. So flying type "addiction" doesn't seems a goal for majority. That CTF RX server do seems empty for weeks as a direct evidence so do not wait me to post RX stuff as long as I also don't use it and I don't see neither others making too much noise in server. If map doesn't have paths for me makes no sense, I'm not interested to look at walls like in a museum, I want The GAME. I won't say that in my personal CTF game with a map a bit unknown but having paths, I can find the route to enemy or home FLAG like Bot does (yes, I worked my ass here not like "mappers" do), so once again I have no reason to mess with useless zero paths zones, this would means to kick my own butt.
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Hook
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Re: Rare real MAPS, and not really "maps"

Post by Hook »

Yeah, I noticed these maps!
I Downloaded these and I think I may just throw them on our CMM server, as they look like good candidates for the PirateDeemerCMM mod.

Thanks for re-posting these here Nelsona :D
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