Okay, I studied what is about here
evilgrins wrote: ↑Sat Aug 29, 2020 9:56 pm
Anyway, try this... 2 "bases" massive pit in-between them with narrow paths on both sides. Problem, bots keep falling into the pit and bots never score.
For me it's clear - it's a n00b mess desperate to have enough paths and he/she felt in the opposite direction, bringing evidences about what I was explaining before about paths, more paths in a single spot are DAMAGING not helpful at all. Look at this miserable stuff:
- StupidJumpyShortCuts.PNG (779.23 KiB) Viewed 68249 times
Here I would like to see things normal before to start a Bot-Test because to me these are a nonsense. Yellow Specs are jumpy routes causing Shorter paths over the hole, I'm not sure if they can manage to jump here in all game settings (turbo, hardcore, classic, custom).
Allow me to destroy all Nodes and reconstruct everything because this is TRASH.
EDIT:
2393 reachSpecs have been deleted and created 174 reachSpecs. Let me see how many map-makers are capable to figure differences, lol:
- NoMoreOverCharge.PNG (843.24 KiB) Viewed 68248 times
Map has now zones, removed Useless Pathnodes, politely adjusted InventorySpots before final paths build and putting them back in their spot. All is XC without anything done manually, Piece of cake.
Note: For a normal CTF lower area could be a killer zone, plain matches and servers don't use Monsters - here we can discuss about... keeping them with any matter or doing some domestic tweak.
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Another Version perhaps it's OK for M.G.S out of unkillable pawns, but definitely some lava looking more closer to reality might be more welcomed...
- CTF-Yigguddeh.gif (2.33 MiB) Viewed 68238 times
Here also are adjusted PlayerStarts for preventing a rocked fired by spawned player to perform self damage.
Code for dynamic lava has been adjusted a bit for preventing server to run animations for nobody. All animations are client task...