Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Apparently even geometry does look well aligned...
ApparentlyWell.PNG
ApparentlyWell.PNG (43.81 KiB) Viewed 12749 times
But in reality, after a bit of zooming it's not that great as it looks like from Satellite View...
AndNotWell.PNG
AndNotWell.PNG (25.32 KiB) Viewed 12749 times
It's not the only one area with pivot rammed. There are more... First time I was noticing a simple geometry but... having ugly BSPCuts (talking to myself LOL Goblin) but later I could see why Goblin went mad...
Geometry Execution = 2/5
Paths Execution= 0/5
Dismissed...

Aside:
I think... some map-validation check which MapGarbage builder should do it's a check if map's paths have been build - I mean if map has a navigation chain or not. Why ? Because a map without any Navigation chain to me is trash, a lab junk unfinished - this is not even signed...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Unrelated to this, but thought you might find this interesting · https://www.oldunreal.com/cgi-bin/yabb2 ... 884873/0#0

While trying to find something for Hook, an aspect of very rare mapping was discussed.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Here I need to refresh memories for those which are not fixing their game.
If we are Bot lovers, those jesters might have random problems with Water due to their state codes or whatever state change with wrong physics. Not a single time I witnessed Bot stuck in water and running in place instead of swimming. For these issues we definitely need a small MyLevel toy capturing in cycles Bot physics vs bWaterZone. Wrong physics must be corrected unless Bot will run there X months. Epic were writing some water stuff but I'm not sure how much they tested all these. The rest of "smarts" from community have done those "monsters" looking like Bots and which were having MORE issues than Bot in Water, causing even a server lock-down or a crash depending on task priority used by server. I know what I'm saying because I could see these not a single time...
To not forget later "mapping sessions" using such craps with wrong animations right in MyLevel - for the same "monsters".
Instead of trying to fix these issues at those pawns, I'd rather prefer to setup paths in 100 maps - more easy and relaxing...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

This is admittedly not a great map, but it's got a kinda basic appeal for Deathmatch.

Most vexing issue is the horrible bot pathing.
Attachments
DM-UTDMT-BunnyRabbitStewWIP.zip
(463.73 KiB) Downloaded 267 times
zzzzzzzzzzzzzzzzzClip0001.png
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Roger, let me drop an eye over it first.
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Okaaay...
It's surprising to me how do works plain DevPath a la UT440 in this map using XC paths adjusted here and there - powerful, really powerful. Map has now 584 reachSpecs perhaps enough covered and navigable - I don't now if Teleporters from water won't be a bit nasty hacking pawn's way... (if exists a problem it can be solved manually), here Targets or Goals look reachable from a really long range... this demonstrates that a simple network out of "bytes" (junk data) works smoother as oil.
Amazing reactions:
Longreach_0.png
Longreach_0.png (648.34 KiB) Viewed 12716 times
Longreach_1.png
Longreach_1.png (704.3 KiB) Viewed 12716 times
Longreach_2.png
Longreach_2.png (989.37 KiB) Viewed 12716 times
Longreach_3.png
Longreach_3.png (372.56 KiB) Viewed 12716 times
Anyway, if it needs some corrections, let me know. I did a few tests and I have not see annoying flaws.
Attaching map with Paths.
DM-UTDMT-BunnyRabbitStewWIP_rs584.7z
(230.35 KiB) Downloaded 260 times
If you want a bad-ass UTDMT you need to quit using DrawScale 2 - that's not for roaming.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Fun little neighborhood, bots get stuck in some places.
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CTF-GovernmentHousing.zip
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I had this one, probably I had some plans with it but... I forgot what I wanted to do.
Anyway... I believe I held it for a small demo about supposed mental problems. Paths here would be good enough if these combos would not be TRASHED in the way how are made: I marked with Pink those useless junks trouble makers... BOT IS not drilling walls...
Lousy_mental_Problems.PNG
Lousy_mental_Problems.PNG (1.35 MiB) Viewed 12690 times
OtherUselessCharges.PNG
OtherUselessCharges.PNG (1.44 MiB) Viewed 12690 times
This is probably simple to fix... some AlternatePaths could be helpful and... 3 AmbushPoints for 2 Bases = Miss-Balancing map. Else I think Teleporters don't have a valid meaning here... Why ? Catching Carrier ? Poor Flag carrier...
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Done, I've adjusted defenses, added Alternatepaths and connected Both Flags into navigation network.
CTF-GovernmentHousing_rS1432.7z
(1.06 MiB) Downloaded 283 times
It was 3-0 for reds, then 4-0 for blues, depending on Bots. As conclusion paths are normal.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Okay, our 1st CTF4/CTFM map... feel free to tinker with everything, but what I mostly want is for you to institute titan-pathing because they tend to stop in front of the doors a lot and they are very wide but the doors are not much wider than they are, which is hard on players trying to get through the doors.
Attachments
CTFM-UTDMT-HighlandCastle.zip
(1.41 MiB) Downloaded 297 times
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