Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
Then I will repeat 120304 times if needed: Do check map (any supposed UT/MH map) yourself and see what's up with it first, before asking Bot to do what cannot do.
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 I've played and need some help:
https://unrealarchive.org/unreal-tourna ... a2880.html
1. Pathing seems decent but there's a Control Point in a little stonehenge type deal on an island... none of the bots ever go there.
2. Lighting is a little flat.
Please, assess.
https://unrealarchive.org/unreal-tourna ... a2880.html
1. Pathing seems decent but there's a Control Point in a little stonehenge type deal on an island... none of the bots ever go there.
2. Lighting is a little flat.
Please, assess.
- Attachments
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- Shot0216.png (559.29 KiB) Viewed 3124 times
Re: Map assessment and pathing enhancements
Let me see why there are no paths in bugged CP...
Yep... Short comment
- DevPath looks like has some new-to-me reactions here - perhaps bugged by whatever BSP issues which I could see in firsts 30 seconds of testing;
- However I will deploy another release of PathsChecker because this map pointed me some fake "good results" which weren't actually normal;
- I examined and cleaned up junks and rebuilding it using latest UT 469e-RC7 and then finishing it normally in plain UT.
Result is as follows: For me it's not a bad map, but I think for DOM game it's way too big as long as this game has a TIMER. It seems that it has a poor game flow.
Lightning: Actually not really used - it's exactly the way I do simple maps: No lights, just ZoneLight and nothing else. I noticed that this sort of solution seems to deliver a more stable game for rendering subject - all lightning related errors are probably gone if no light it's in use
. Feel free to add what you need.
Yep... Short comment
- DevPath looks like has some new-to-me reactions here - perhaps bugged by whatever BSP issues which I could see in firsts 30 seconds of testing;
- However I will deploy another release of PathsChecker because this map pointed me some fake "good results" which weren't actually normal;
- I examined and cleaned up junks and rebuilding it using latest UT 469e-RC7 and then finishing it normally in plain UT.
Result is as follows: For me it's not a bad map, but I think for DOM game it's way too big as long as this game has a TIMER. It seems that it has a poor game flow.
Lightning: Actually not really used - it's exactly the way I do simple maps: No lights, just ZoneLight and nothing else. I noticed that this sort of solution seems to deliver a more stable game for rendering subject - all lightning related errors are probably gone if no light it's in use

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
Thankees, great as aways.
May have a challenge for you next. A sniper map I edited a stretch back, which has no pathing... but I want it added in such a way as it's not too much and the bots mostly try to avoid being out in the open.
May have a challenge for you next. A sniper map I edited a stretch back, which has no pathing... but I want it added in such a way as it's not too much and the bots mostly try to avoid being out in the open.
Re: Map assessment and pathing enhancements
The pathing challenge to which I referred.
Weapons and ammo are light, leave that alone... that's ideal.
A Cyberus is on the map... leave that alone too.
Botpathing is either really bad or non-existent. As the map was intended for snipers, I don't think bots were much of a consideration.
What I'd like is rather specific botpathing. Where they do move around, to ammo & weapons and whatnot, but being aware of the sniping situation they try to keep to the shadows. Not make of themselves easy targets.
Other than when crossing a bridge, they don't pop out in the open all that much.
Assess away, have fun.
Weapons and ammo are light, leave that alone... that's ideal.
A Cyberus is on the map... leave that alone too.
Botpathing is either really bad or non-existent. As the map was intended for snipers, I don't think bots were much of a consideration.
What I'd like is rather specific botpathing. Where they do move around, to ammo & weapons and whatnot, but being aware of the sniping situation they try to keep to the shadows. Not make of themselves easy targets.
Other than when crossing a bridge, they don't pop out in the open all that much.
Assess away, have fun.
- Attachments
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- DM-Cyberus-DerelictCitY1-M16.zip
- (4.7 MiB) Downloaded 4 times
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- Shot0039.png (328.78 KiB) Viewed 195 times
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- Shot0012.png (579.85 KiB) Viewed 195 times