Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

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.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

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.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

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:
DOM-Eokatex_rS2291.7z
(381.81 KiB) Downloaded 191 times
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 :mrgreen: . Feel free to add what you need.
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 -
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

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.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

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.
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