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Re: Map assessment and pathing enhancements
Posted: Wed Aug 16, 2023 1:59 pm
by Nelsona
I'll look for it.
Mmm... yeah I have it (attempted to work on it) but... I did not like how is supposed to be as navigation task, it will be mandatory jumping "helpers", in whatever arena might not be suitable without support, either way it needs some corrections at collisions for those trees - are hilarious...
I think it will get completed with required Teleporters because several spots might go as traps - so to speak to me it looks incomplete.
Re: Map assessment and pathing enhancements
Posted: Fri Aug 18, 2023 6:48 am
by evilgrins
A frequent issue with wide open area maps, UT seems to work best with indoor environments.
Re: Map assessment and pathing enhancements
Posted: Fri Aug 18, 2023 11:07 am
by Nelsona
The frequent issues belongs to people. When you have water in lower level far from a high default ground level and no direct access this a flawed design/setup. The rest of words "awesome", "nice work", etc. are just demonstrating that those boys are not really using it. Such fake positive feed-back makes possible multiplication of such settings which later are ending in not being used - by the way, I did not see map in too many servers (and played intensively if is loaded there) demonstrating exactly what I said. So here will be some Teleporting stuff ensuring access without Translocator JumpBoots Impacthammer and/or whatever "needs".
In other hand, the rest of flaws are coming from rendering chapter. A mesh which is not having center visible won't be shown. This thing makes big decorations to flicker at random - sure, the design done this way is "awesome".
Re: Map assessment and pathing enhancements
Posted: Thu Aug 24, 2023 5:48 pm
by Nelsona
It seems that here is needed more attention, a lot of spots are isolated without any access - here are needed more other teleporters...
Re: Map assessment and pathing enhancements
Posted: Sat Aug 26, 2023 5:05 am
by evilgrins
Like I said, no rush.
Area that big, there's bound to be a fair number of blind spots.
Re: Map assessment and pathing enhancements
Posted: Sun Aug 27, 2023 9:28 am
by Nelsona
We have a first edited version. We can still call it "work in progress". All targets are available via navigation at the moment, however additional hunting points may be needed, after you check what's happening in run-time we'll discuss additions if needed, if not we're keeping it in the current format.
Attaching the report from
PathsChecker:
Code: Select all
ScanProcess: Total checks using DevPath = 3348.
Greetings: All 186 targets look reachable from every single PlayerStart.
All required Logic links are available, real movement has to be checked...
Re: Map assessment and pathing enhancements
Posted: Thu Sep 07, 2023 3:24 am
by evilgrins
Thankees, I'll run it and see.
Re: Map assessment and pathing enhancements
Posted: Sun Sep 10, 2023 6:00 pm
by evilgrins
As far as the UTDM, they're fine. This map is fairly chaotic, don't need to take away from that.
The issue is bots will take the flag but then make no effort whatsoever to take it back to their side to tag it up.
Cyberus outside the ring are to deal with UTDMW escaping.
Re: Map assessment and pathing enhancements
Posted: Mon Sep 11, 2023 3:09 pm
by Nelsona
I'm not surprised...
Pathing here looks like it doesn't matter quality but quantity. Overcrowded in one point and others having nothing. Either way Flags don't include any entry connection, if they are taken it's by accident... It's mainly a TDM/DM map in a way, on the other way many items needed in a DeathMatch are not linked in paths-net. Draw your conclusions.
- FrFest_lulu.PNG (364.93 KiB) Viewed 31923 times
Clearly here is needed a full pathing with current garbage collection deleted. Points on the margins are not having anything leading pawns there, just One-Way - Down. There could be some "AlternatePaths" and... corresponding jumpy/translocator options, which I did not see yet...
Re: Map assessment and pathing enhancements
Posted: Thu Sep 14, 2023 4:31 pm
by Nelsona
To check if this one is more suitable for this stage... if it won't need completions.
Reporting the testing results.
Environment - rewritten UTDM things, 15 Skilled MBots, custom CTF game, added boosted health, accelerated redeemer timer (I considered it needed).
- Warlords seems to enjoy simulating helicopters - they were mainly floating high, Skaarj were aggressive killers and defenders.
- One match lost, another one won.
- Stage goes difficult with a high number of highly skilled Bots.
Editing notes:
- Demolished all paths, deleted all PathNodes, depleted nodes using a pathing tool, adjusted some nodes, completed other needs, adjusted defenses (useless here) because they were only for Team 0 (lousy settings anyway), adjusted PlayerStarts, added AlternatePaths, added health boosted.
- Initial ReachSpecs structure was build by Goblin, PrunedPaths have been nulled, ReachSpecs have been remapped as distance and permissions, Null useless data has been flushed. All extra-bytes that are not useful at anything have been eliminated.