Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Been holding off on sending anything else this way until after Christmas.

Also, as I'm not sure if you ever did anything with the last thing I submitted before this.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I'm opening that (I was a bit busy with that Huuuge thingy training myself) - Let's see what station it's about...
I'll be back...

Lol... I have a version adjusted - pathed from 2019. Eh, I think for 2020 we might want something better than that... There is even a TouchNode in that version...
Damn, I forgot my own work...

CANCELED
This is TRASH - end of story.
TSt_Trash.PNG
TSt_Trash.PNG (1.37 MiB) Viewed 3632 times
Area from image won't allow you to get on stairs and neither translocations. It has a BSP barrier which cannot be solved because brushes are stripped. Now I recall why I ignored it. Whoever did it has no clue not only about making paths but also issues with making/TESTING geometry and... removing brushes for no reason.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

I was reading along with that, you seemed very optimistic... until you weren't.

Oh well.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Now I want to save that TouchNode which I wrote in some state which I don't recall... my bad... Said node will do good things in other maps which might be needed to be decrapified. Here locked temporary routes, Bot tried to use high routes and... failed. I walked over there for checking "The WTF" and... nightmare was back...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Okay, as said, I'm gonna hold off on sending any more maps until after Christmas... but I know which map I'm sending, so long as you can resist your desire to remove the cows.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Okay, this:
https://unrealarchive.org/maps/unreal-t ... 1f984.html

Description says it has no pathing.

Assess away.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Gosh, I was scared that this topic has ended, right now I noticed the "refresh", okay let me see what's this first...

Edit: Yep... first it needs a bit of love. It has Brushes for the sake of mapping and not useful at something. Those empty tunnels heading down are a real Bot Trap, they will roam in ramp all day long if paths are connected or else they will wander locked. Even if I'm writing something for my Bots, original stock Bot will fail. It's needed something special which I don't have in my head right now but, definitely those empty trashes can be deleted as they do have no use.
A few rooms at first check seem to be Bot compatible and probably using some of my MH assets there can be a bit of hunt.
UncodeX Stuff
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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 »

Nelsona wrote: Sun Jan 17, 2021 7:34 pmI was scared that this topic has ended, right now I noticed the "refresh", okay let me see what's this first...
Nah... I said I was gonna hold off until after Christmas, and admittedly some things in life distracted.

No worries, we're back.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Here will be a bit of changes in map's mechanics because I found one of things pretty stupid. In order to continue mission in a point you have to push a button. Button will lock you in the room permanently and you have to SUICIDE for resuming the hunt - I won't add Bot support for that stupidity, I'd rather prefer to destroy the trashed trap because it doesn't have any purpose than demanding a suicide which is utterly lame.
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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 »

Buttons do make things hard in MH for bots... I understand.
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