Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post 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...
CTFM-4-Equinox_rS1048.7z
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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 !
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evilgrins
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Re: Map assessment and pathing enhancements

Post 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.
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evilgrins
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Re: Map assessment and pathing enhancements

Post 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.
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Nelsona
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Re: Map assessment and pathing enhancements

Post 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 ? :tease: . 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.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

And... BACK !
This edit has ONE Flag for each Team and completions for linking ONE SINGLE Navigation Network and not pathing chunks.
CTFM-DoubleDefence_rS1378.7z
(59.52 KiB) Downloaded 63 times
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.
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evilgrins
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Re: Map assessment and pathing enhancements

Post 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.
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evilgrins
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Re: Map assessment and pathing enhancements

Post 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!
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Nelsona
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Re: Map assessment and pathing enhancements

Post 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.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Also, the two bases are too close together.
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Nelsona
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Re: Map assessment and pathing enhancements

Post 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.
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