Map assessment and pathing enhancements
Re: Map assessment and pathing enhancements
Here I see Bots working, you have to check if Trooper types are following paths and covering, either way must be detected in which area they won't cover player. Certain spots might generate narrow paths because roaming places are small, maybe BSP problems and there will be needed some fine tuning operated manually - maybe it's not needed any extra work.
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Re: Map assessment and pathing enhancements
VERY LARGE map, CTF and "crossing the border" themed... pathing seems to be lacking. I mean, there is pathing, but it's not great.
Asses away:
https://unrealarchive.org/maps/unreal-t ... 497cf.html
Asses away:
https://unrealarchive.org/maps/unreal-t ... 497cf.html
Re: Map assessment and pathing enhancements
There are a few small slants and hills where some PathNodes are causing one-way paths - so to speak navigation lockers, there is needed some workaround and perhaps a few AlternatePaths but here story is longer... Flag Carrier can escape or route is way too long and has chances to be killed... recovering Flag from another point of map it's heavy when it comes to such distances. In other hand I have to check DevPath here after editing a few routes...
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Re: Map assessment and pathing enhancements
Here might be a prototype...
For me this is not a CTF stage for multiple reasons:
- by using "alternatepaths" Bot going too far won't reach at a random enemy carrier because of distances;
- by NOT using "alternatepaths" they will always go through the same routes - predictable without more challenge;
- plain Bot in water might have random issues - I did not made more water paths except some undergrounds;
- weaponry here is a very poor subject, often Bots are unable to stop enemies properly;
- paths are operated with my builder because original might go over boundaries and causing funky routes;
- for being played ON-Line, a server needs mutators for loading players.
Notes:For me this is not a CTF stage for multiple reasons:
- by using "alternatepaths" Bot going too far won't reach at a random enemy carrier because of distances;
- by NOT using "alternatepaths" they will always go through the same routes - predictable without more challenge;
- plain Bot in water might have random issues - I did not made more water paths except some undergrounds;
- weaponry here is a very poor subject, often Bots are unable to stop enemies properly;
- paths are operated with my builder because original might go over boundaries and causing funky routes;
- for being played ON-Line, a server needs mutators for loading players.
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Re: Map assessment and pathing enhancements
Maybe some key item placement along the way would help; shields and mega-healths.
Thanks, I'll take a look at it.
Re: Map assessment and pathing enhancements
No pathing needed for Titans, for this space, bot pathing needs enhancement and broadening. Basically they run back and forth in a straight line between the flags.
Happy New Year!
Maybe some enhancement on the sniper/defense spots too.
Happy New Year!
Maybe some enhancement on the sniper/defense spots too.
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Re: Map assessment and pathing enhancements
Okay, I think I finished a previous work (inspecting DM-Bishop for enhancements...), allow me a few time to see what is about here first.
Edit: Yep... it's not like this is the best ever pathing...
There won't be any such junk data added for the sake of pathing for the same run in straight line...
Edit: Yep... it's not like this is the best ever pathing...
Code: Select all
LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] = 631.
LostData: ReachSpecs missing from upStreamPaths[0-15] = 452.
FixedWithSuccess: ReachSpecs successfully attached = 1018.
FixFailures: ReachSpecs attaching failures - probably no place = 65.
LostData: ________________________________________________________________
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Re: Map assessment and pathing enhancements
Okay, here is how I see the action, simple paths, no junks, AlternatePaths, a TouchNode against recursive roaming through middle and two defenses for each Base.
I removed "face at wall" spawning crap, let me know if anything else is needed or I failed to see whatever problem.UncodeX Stuff
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Re: Map assessment and pathing enhancements
Let's try this in stages:
https://unrealarchive.org/maps/unreal-t ... 46039.html
Judging by bots, this SLV map has no appreciable pathing... as they don't much move from where they spawn in.
Asses, and path it. I'll likely replace redeemers near the flag with vehicles and standard weapons.
https://unrealarchive.org/maps/unreal-t ... 46039.html
Judging by bots, this SLV map has no appreciable pathing... as they don't much move from where they spawn in.
Asses, and path it. I'll likely replace redeemers near the flag with vehicles and standard weapons.
Re: Map assessment and pathing enhancements
I'm going to study it a bit first, maybe it would be nice to have aerial routes too - if possible. If not, I'll stick with ground paths.
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Learn the rules like a pro, so you can break them like an artist.
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- Pablo Picasso -