I'll give it a look.
Now... this is a map by Terraniux, and like most of his stuff it looks great. Mostly plays great too but it has one little problem.
Bots from opposing teams never get the flag.
Even before the Warlords, bots from the other team would reach the enemy base/platform but never go up the stairs to get the flag. This doesn't provide much in the way of a challenge.
Warlords don't need monster-pathing, I like how they play out as is. Mostly eventually they're at the far ends of the map shooting at each other, which if a game goes that long is nice to watch.
Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
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- CTF-UTDMW-CrystalRocks.zip
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Re: Map assessment and pathing enhancements
I think I know what is about...
I've adjusted a version of this, right now if I'm looking around I see one with title CTF-CrystalRocks_R16. I guess it's this one but... executed as in years 2016...
Let me look at details, Mr. Garbage might do some analysis and reporting anything unusual.
I've adjusted a version of this, right now if I'm looking around I see one with title CTF-CrystalRocks_R16. I guess it's this one but... executed as in years 2016...
Let me look at details, Mr. Garbage might do some analysis and reporting anything unusual.
UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Yep, the charge specific to those ages can be reduced... so that's the easy part.
Next stuff it's more "entertaining" to not say strange or messed up. I don't get these "TEXTURES" and they are not helping at all: It's not only looking like suffered behind a fight with wild dogs, but it's even doing this:Definitely there are more points that cannot be checked, neither drawn or repainted during ticks - and IT CRASHED. And then I cannot check details if maps is crashing like an a$$. What are for these textures then ? For nothing of course, I'll re-import them in NORMAL way as UT was doing for ages.
Next stuff it's more "entertaining" to not say strange or messed up. I don't get these "TEXTURES" and they are not helping at all: It's not only looking like suffered behind a fight with wild dogs, but it's even doing this:
Code: Select all
Critical: UModel::PointCheck
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
You have to look if this one suits your needs - only 710 reachSpecs and more coverage + AlternatePaths
As notes for previous map. In your final version you might remove some of these DistanceViewTriggers placed on open fields because are useless - none Bot is sitting there. This is not how these should be used and plain collision for triggers instigating these doesn't make any sense in how are placed. Here I really forgot what I wanted to check... (Am I getting older ? Lol...):
- slants stepping - Done;
- reachspecs and connections - Done;
- Flags Checks - Done;
- PlayerStart rotations - Done;
- Defenses Check - Done;
- AlternatePaths - Done;
- In Void Actors removal - Done;
- Duplicated Actors check - Done;
- Net buggers corrections - Done;
- Adjusting long-way lift - now is TRIGGERED from top too - Done;
- Setting up One-Way the other down-way impossible up-way route - Done;
- Putting back Berserkers - Done;
- Checking one-way break-points - Done;
- High borked Nodes - Done - there are exceptions done on purpose;
- Triggering craps - fixing or removing - FORGOT to be Done;
- Run-Time paths testing in plain mode and Big Guy mode - Done.
Did I miss something ?
You can use other textures if these are not good for you.As notes for previous map. In your final version you might remove some of these DistanceViewTriggers placed on open fields because are useless - none Bot is sitting there. This is not how these should be used and plain collision for triggers instigating these doesn't make any sense in how are placed. Here I really forgot what I wanted to check... (Am I getting older ? Lol...):
- slants stepping - Done;
- reachspecs and connections - Done;
- Flags Checks - Done;
- PlayerStart rotations - Done;
- Defenses Check - Done;
- AlternatePaths - Done;
- In Void Actors removal - Done;
- Duplicated Actors check - Done;
- Net buggers corrections - Done;
- Adjusting long-way lift - now is TRIGGERED from top too - Done;
- Setting up One-Way the other down-way impossible up-way route - Done;
- Putting back Berserkers - Done;
- Checking one-way break-points - Done;
- High borked Nodes - Done - there are exceptions done on purpose;
- Triggering craps - fixing or removing - FORGOT to be Done;
- Run-Time paths testing in plain mode and Big Guy mode - Done.
Did I miss something ?
UncodeX Stuff
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Looks good, but I gotta ask... why did you delete that 1 island?
I paired the Warlords by color to where there were crystals that matched, but you deleted the island with the yellow crystals... so it sees weird now.
Top screenshot is the original, bottom is your fix.
Given the reversed crystals on the green, looks like you slid them over and now the yellow is gone. Which explains why the Yellow Warlord is now on the green island.
Actually, a couple other islands in the skybox are missing too.
Pathing works great, flags are being captured.
I paired the Warlords by color to where there were crystals that matched, but you deleted the island with the yellow crystals... so it sees weird now.
Top screenshot is the original, bottom is your fix.
Given the reversed crystals on the green, looks like you slid them over and now the yellow is gone. Which explains why the Yellow Warlord is now on the green island.
Actually, a couple other islands in the skybox are missing too.
Pathing works great, flags are being captured.
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- zyClip0001.png (477.51 KiB) Viewed 3420 times
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- zyClip0002.png (215.61 KiB) Viewed 3420 times
Re: Map assessment and pathing enhancements
Nope... I did not delete anything, it was an old version before V2, I think...
Usually I'm looking at certain brush if I want to delete something, here I did not really liked structures so I left map as it was in initial stage, then I copied data which you have added in your edit. No geometry build has been operated and no brush deletion just a CleanUp and reducing paths... I believe this was initial map before v2.
But... I think I can adjust your suggested one... probably it has the same problem like initial version - Flags not connected properly into network.
Usually I'm looking at certain brush if I want to delete something, here I did not really liked structures so I left map as it was in initial stage, then I copied data which you have added in your edit. No geometry build has been operated and no brush deletion just a CleanUp and reducing paths... I believe this was initial map before v2.
But... I think I can adjust your suggested one... probably it has the same problem like initial version - Flags not connected properly into network.
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
Kinda need that island with the yellow crystals back... if you can.
The other missing thing was from the skybox, not a big deal. Noticed the mists below are gone too.
Played a bot match, red team won. Seems that particular problem was already solved.
The other missing thing was from the skybox, not a big deal. Noticed the mists below are gone too.
Played a bot match, red team won. Seems that particular problem was already solved.
Re: Map assessment and pathing enhancements
Like I said, they were never existed. This is initial version adjusted not v2 or other, but, if you like the other one, then I'll solve probably that latest one. Initially map did not have any island with yellow crystals, maybe it was added in next release.
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My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Re: Map assessment and pathing enhancements
They existed in the map I submitted, hence the screenshots.
Re: Map assessment and pathing enhancements
Okay, I'll work on submitted map then.
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 -
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -