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.
Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
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Re: Map assessment and pathing enhancements
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.
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 -
Re: Map assessment and pathing enhancements
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.
Re: Map assessment and pathing enhancements
I've been testing this last one...
A Bot went stuck at that "DOG" statue for some reason in one of tests. 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...
A Bot went stuck at that "DOG" statue for some reason in one of tests. 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...
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 -
Re: Map assessment and pathing enhancements
This one might be a bit of a challenge.
- Attachments
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- ctf-{god}equinox.zip
- (86.18 KiB) Downloaded 234 times
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- Shot0045.png (678.13 KiB) Viewed 46473 times
Re: Map assessment and pathing enhancements
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 ?
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 ?
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 -
Re: Map assessment and pathing enhancements
Ready ?
- 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.
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.
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 -
Re: Map assessment and pathing enhancements
I suspect his intention was only for human players, not everybody likes bots.
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.
Re: Map assessment and pathing enhancements
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.
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 -
Re: Map assessment and pathing enhancements
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!
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!
- Attachments
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- CTF-UTDMS-7thHole.zip
- (2.37 MiB) Downloaded 251 times
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- Shot0192.png (808.93 KiB) Viewed 46448 times
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- Shot0181.png (1.08 MiB) Viewed 46448 times