Map assessment and pathing enhancements

Show us and share your created maps.
User avatar
evilgrins
Posts: 858
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

1. Happy Thanksgiving, if you celebrate it.

2. Two maps with the same issue. Medium-sized fighting area in larger surroundings. Overall they're just fine but, and this is slightly less an issue with the UTDMW variant, when monsters (and the occasional bot) falls into the depths they land on this little area and don't die.

I'd kinda like you to make it so if they get stuck down there, they do jump in so they then respawn back to the play areas above.

Original map had a SkaarjBerserker pacing back and forth outside the base, where I have the UTDMS & UTDMW pacing now... as they respawn and the original beastie didn't.

Assess away, and no rush as it is Thanksgiving.
Attachments
UTDMskaarjberserker.zip
(2.24 MiB) Downloaded 55 times
003.png
003.png (1.19 MiB) Viewed 924 times
002.png
002.png (547.46 KiB) Viewed 924 times
001.png
001.png (781.75 KiB) Viewed 924 times
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1738
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

The thing is that map uses a very small height for "LavaZone" which is not enough to call the damage for fallen Pawn - if it's a Big one. If map has further BSP issues with those "walls", Pawn will hang there unable to fall in this small "Lava". The surface of Lava is done through multiple brushes, raising them higher will cause zone leaks. Here it's needed reconstructing a single "brush" portal or redoing all of them at a different aspect in order to ensure a zone portal normally.
Technically map can go flawed after such a work and then... to me it doesn't seems promising a successful task. I'll try to see if something else is doable, maybe subtracting a bigger area in Lava...

Edit:
And these are not the only problem...
EditorLog wrote: LEVELVALIDATE: Level Validation:
....
NotAGoodTrap: TrapSpringer0 is wrong set without both names definition. Usually this heads to a self removal in run-time.
It's not only wrong, but actually A.I. doesn't have more reasons to pass through the spot because the "other way" closer to the trap it's also broken...
Player actually doesn't even know what was all about. This Mr. "MikeB" doesn't even have any clue how to do these settings.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 858
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

So... leave it as is, nothing to be done?
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1738
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

I'm not usually very excited for doing geometry changes because results might go worse than in initial map version.
As for the traps - they are mainly out of logic. Pawn must spent some time there for capturing attention of a Bot, the spot is small, trap time goes very short and then... it's frankly useless, enemy has no time to activate the trap for victim - it won't be any victim only in accidental cases which are not very often.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 858
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

Might've been simpler had I switched the original monster with a UTDMT, as it can't really fall off the path... but I'd've had to shrink it a bunch for it to be able to walk the path.

Although the quakes it causes when it walks nearby might've been cool.

Wait... what traps?
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1738
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

evilgrins wrote: Thu Dec 12, 2024 4:32 pm Wait... what traps?
As you can see (more exactly not see) they are like NO TRAPS - useless junks.

Maybe you can finally fix your Editor and drop an eye over these allegedly called maps and see if they worth paying attention at them...
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 858
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Fri Dec 13, 2024 2:33 pmMaybe you can finally fix your Editor
Not like I haven't tried, but short of doing a new install on another drive (got my original and my current on the D drive) that's likely not gonna happen.

Would be so much simpler if I could identify what file was removed by AVG Free. It doesn't make log files, and whatever it removed is also what's preventing me from making my screenshots as crisp with ThumbsPlus as they used to be.
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Post Reply