Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Assess:
https://unrealarchive.org/maps/unreal-t ... 3b757.html

Not much in the way of pathing, and as always THUNDERBOLT's maps are more of a challenge for setting this up effectively than most.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Here will be a revision, for some reason which I don't remember I stopped working on paths here, years ago. I'll go figure what's still doable at this point.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Wed Oct 04, 2023 2:05 pm Here will be a revision, for some reason which I don't remember I stopped working on paths here, years ago. I'll go figure what's still doable at this point.
I vaguely recall you mentioning that it was like a lot of large maps shoved together into one map which caused breaks in pathing which were not possible to fix.

Or that might've been one of Terraniux's maps.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I've been testing this last one...
A Bot went stuck at that "DOG" statue for some reason in one of tests.
Phrh_brk0.png
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Another check was failing Devs to last room, but finally worked with less mutators loaded. Map seems almost at Engine boundaries at this point. In final test stage Bots completed map, it might be good in this state. Said "It might be" good because I did not check original MonsterHunt with those un-optimized codes and errors, perhaps there "freelance" order would be suitable - if the thing will not overload Engine.
Notes:
- deleted relic "beacons" because now they spawn everywhere - map has PATHS not just actors loaded;
- accelerated a bit ammo because to me it seems that ammo is poorly completed;
- Paths were build by XC devs and flushed with my "worker" + doing a few corrections;
- it won't be claimed "final" because it never was and it might not be yet - it will be renamed;
- lousy destructible deco-vases have been replaced because it was ruining the design.

Look if this it's enough suitable for Bots...
MH-Pharaoh2011_rS1159.7z
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

This one might be a bit of a challenge.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Paths here are... a joke...
This boy does not even know what is all about...
First, map needs links, second, map has to be checked if SPACE it's not against Engine.
Aaand... Kickers !? Can anybody use them ? Combined with Translocator ? Is anything that escapes me ?
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Ready ?
CTF-God_Equinox_rS552.7z
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Edit Info:
- Deleted all prior Nodes;
- Added new nodes;
- Added swJumpPad (tuned a bit);
- Added a few Items;
- Paths generated with Editor;
- moved deadly portal and adjusted damage of Lava.

If anything else is needed let me know.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Thu Oct 19, 2023 7:25 pm Paths here are... a joke...
This boy does not even know what is all about...
I suspect his intention was only for human players, not everybody likes bots.
Nelsona wrote: Fri Oct 20, 2023 5:29 pmAdded a few Items;
Yeah, there's another assessment I'm debating sending your way which will need some of that, as the mapper only put redeemers on it.
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Re: Map assessment and pathing enhancements

Post by Nelsona »

evilgrins wrote: Sat Oct 21, 2023 6:15 am I suspect his intention was only for human players, not everybody likes bots.
Ummm... nah... He placed nodes to kickers, it's not like Bot is moving to an "end point" just because PathNodes are going there, it's a lousy guessing work and nothing else. A map only for Players doesn't need any Node added like that, player has brain not scripts.
Items none - how is player supposed to deal with a kicker that has a low velocity ? Some Team Boosting ? For Team Boosting it's not needed any kicker - to me map seems out of logic.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

No pathing needed for UTDMS, they seem fine as is.

Weird one here, pathing seems in-game to be fine for the most part... but nobody tries to capture the flag.

Let it play out for half an hour and the only flag capture seemed accidental and even then, no attempt to take it back to their base.

Sand traps can impede players, but I suspect that's by design so leave them be.

Assess!
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