Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

This one might be a bit much, and the lighting is brutal:
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https://www.mediafire.com/file/vxyhmkkw ... yWire4.unr

Someone recently commented on a review I did of it on ut99 forum awhile ago.

Full assessment, take your time.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

:lol: I already have such a named map - with a different size. First I was tempted to no longer re-download it, but the new same map is newer... :lol:

First stage examination
Perhaps I won't waste more time with those "elevators/lifts" whatever they are - no warranty that Bots will manage them well... and I see some Teleporters - and then I'll take this way...

Lightning were you asking ? Here ?
Oh well... map has brightness 0 for "LevelInfo" actor (there are not many such things), and surfaces are "bUnlit = True" and number of lights is... ZERO.
Will you really play this map or we just want to add another UNR file ? For me this doesn't look as a CTF stage, or maybe it's just me... I will want to find out what weapons are suitable here...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Hey, realize you're in the middle of the previous edit still... but can you delete something for me?

download/file.php?id=866

Delete the helicopters, both teams, off that map, please.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Okay, I'll remove them...

Edit: Cough ?
Said linked map is the same as the one which I'm having... and it doesn't have any sort of helicopter... This is your edit and then... you can re-download the "cleaned" version... simple as that. More to say, I launched map and there is not such thing embedded.
Imaging reality...
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evilgrins
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Re: Map assessment and pathing enhancements

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Oh, right.

Whoops!

*head hung in shame*
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Okay, let's try this again...
evilgrins wrote: Sun Jan 14, 2024 3:46 pm Oh, right.

Whoops!

*head hung in shame*
...please remove all XV from this map.

If you want to do a fresh re-assessment, that's cool too. Pathing you placed for SLV/RX never exactly worked, as bots grab one of those and immediately fly it directly back at their own flag... which could make for an interesting defense but ultimately doesn't help anything.

We can leave SLV/RX to human players and let the bots run the course the old fashioned way.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

SLV is just a bit of a garbage. It actually has nothing to do with NORMAL AIR routes disregarding any sudden flight affinity. To not forget that CTF was never designed for any sort of flight. Old versions of SLV might want to deploy a sort of navigation but it requires plain paths. Defender is not supposed to use Jet but it will get it. "The strategic" placement of SLV (Redeemer in reality) is not my idea. As long as borked mods are borked, you'll not have a normal SLV environment with Bots and... I see nobody doing anything for A.I. chapter. Map is pathed and smarter SLV versions are demonstrating this already.
The soup XV-SLV doesn't help at anything. I'll remove those XV...
And then ? And then without jumping/flying support these flags are not exactly touched. As I remember it was used some JumpBoots which now are missing.
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What's the purpose of pathing a map and damaging it later or using lousy mods ? - I must ask.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

As an Info-Note.
First of all, the artificial intelligence in "UT" has its own regulated movements in accordance with what has been defined in stock. Often the flag guardian moves to the guarded object. If the boys with "SLV" did not understand what the flag guard should do, this is a completely different story. They could limit the guardian's desire to lead a "jet", because it makes no sense. I think I have already explained the problem of these "Mods". They were supposed to have their own creatures and items and game-controllers, stock is not an answer no matter what the enthusiastic guys are thinking.
Game-Play here, out of "mods" is showing normal paths - but map is ready for smarter SLV things, it does include AIR PATHS.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sun Feb 11, 2024 8:07 amI remember it was used some JumpBoots which now are missing.
No, they're still there... and I noticed you added a pair though I'm not sure why you placed them hovering above the floor.
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Will you please remove those extra jumpboots you added?
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