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Re: Map assessment and pathing enhancements
Posted: Fri May 27, 2022 5:04 pm
by Nelsona
In a MultiCTF due to some more or less random attack in certain maps seem to not be very needed AlternatePaths, but having normal paths...
Here is something...
Map has no weapons, Editor did paths flawless. After adding Items and rebuilding paths I cannot predict if Paths-Net will develop flaws - it depends on placement...
Good luck with Weaponry !
Re: Map assessment and pathing enhancements
Posted: Fri May 27, 2022 11:27 pm
by evilgrins
In cases like these, I tend to put weapons close to the flag or along established pathing... so let's see how this goes.
Re: Map assessment and pathing enhancements
Posted: Fri Jun 03, 2022 7:26 am
by evilgrins
Take a look at this and assess:
https://unrealarchive.org/maps/unreal-t ... 80721.html
Obviously I thinking of maybe XV, definitely has plenty of room... but there's a weirdness.
Each base appears to have 2 flags!
Anyway, see if the pathing needs anything and there's no rush on this.
Re: Map assessment and pathing enhancements
Posted: Fri Jun 03, 2022 11:21 am
by Nelsona
This is indeed a MultiCTF map but I was wondering about how scoring would work. I'm not convinced that a Base should have more than one flag assigned... it's stupid.
Next chapter with paths...
evilgrins wrote: ↑Fri Jun 03, 2022 7:26 am
Anyway, see if the pathing needs anything and there's no rush on this.
Everyone can see that paths lines have breaks - are interrupted causing fractures. I'm not sure how much are these "multi"bases under attack.
ReadMe wrote:
...
Known Bugs: Its bloody huge
...
Seriously ?
. But.. we can forgive these in regard to 2004 years when UT was not really known as it was claimed...
Okay... Editing needs:
- Forgetting "dual bases" - perhaps using some fake Base... not sure if it's okay for serious players;
- completing cheap and free PathNodes - no credit-card is required for this task.
Re: Map assessment and pathing enhancements
Posted: Fri Jun 03, 2022 12:15 pm
by Nelsona
And... BACK !
This edit has ONE Flag for each Team and completions for linking ONE SINGLE Navigation Network and not pathing chunks.
If you want to play around, you can add other Flags back, it should not be a problem after rebuilding Paths (it's needed for potential new Flags). In this stage Editor seems to create flawless paths... so these are original UT Paths.
Code: Select all
SpecCheckLocator: Scanning ReachSpecs and fixing their placement...
SpecTest: Clock has been started. Testing ReachSpecs...
SpecTest: Found 1378 ReachSpecs.
NormalState: No Lost or Debris ReachSpecs have been found.
SpecTest: Testing and fixing specs took:
0.011179 seconds.
SpecCheckLocator: Checking ReachSpecs Localization has been finished.
Let me know if anything else must be solved.
Re: Map assessment and pathing enhancements
Posted: Mon Jun 06, 2022 8:01 am
by evilgrins
Nelsona wrote: ↑Fri Jun 03, 2022 12:15 pmIf you want to play around, you can add other Flags back
Nah, I think I'll opt for nukes down the side where the other flag used to be.
Re: Map assessment and pathing enhancements
Posted: Tue Jun 07, 2022 9:18 am
by evilgrins
This map needs a lot of help, but mainly pathing.
Seem when converted to CTF the Deathmatch pathing wasn't changed.
So, they don't use the w00ts to go to the other base.
Assess away!
Re: Map assessment and pathing enhancements
Posted: Tue Jun 07, 2022 2:12 pm
by Nelsona
Yep... I entered in game alone for figuring what was all about.
To be honest I don't understand how to gain UDamage because map has a normal gravity... unless you drop translocator elsewhere, jump on Damage and quickly teleport taking some fall damage. I don't think these have to be done this way...
Other paths are out of logic - different said useless.
Re: Map assessment and pathing enhancements
Posted: Tue Jun 07, 2022 5:37 pm
by evilgrins
Also, the two bases are too close together.
Re: Map assessment and pathing enhancements
Posted: Tue Jun 07, 2022 6:38 pm
by Nelsona
It's not like this sort of build has to be adjusted. I see top ledges having usual BSP glitches as CTF-Face - camping in air beyond ledges. A build in 469 returned similar results and then I keep it untouched.
In other hand, Editor seems friendly in building paths but... I went to my builder because... I used some jumpPads for connecting bases as replacement for those useless kickers. This way paths are reduced in charge but delivering a movement logic. I adjusted several jumps and I think this open area won't need AlternatePaths because it's nothing like a sudden attack, everything is visible. For the moment it looks operational and full of combat and perhaps I'll drop it here in short time.