Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Tue Jun 08, 2021 3:19 am

Maybe that's intentional? A trap??
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Tue Jun 08, 2021 4:26 am

It's semisolid not a TRAP and colliding a BSPCut doing what it does a semisolid in such a case. Else it would be portal with a killer zone which is not the case. If I take in account defenses and other plonks it's just a n00b map and anybody can see this.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Wed Jun 09, 2021 5:38 am

Not a lot of movement here, have fun.
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CTF-UTDMT-Fortress[X].zip
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Wed Jun 09, 2021 4:10 pm

I don't really understand the purpose of mid mover and holes buggers. Top areas generally in CTF stage means Translocator Target - this is how this game it's being played in the most of places and cases. Those lousy kickers which mappers are using here and there sometimes don't make any sense. It's not like they play CTF but mainly drawing maps...
Such plain fields are easy to have paths. The only bit of "difficulty" it's AlternatePaths setup.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Wed Jun 09, 2021 8:44 pm

Can't explain that, also as I didn't play this map I didn't see those. Lack of pathing killed my interest, but hoping with it will be interesting.

I do like the mortars though.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Thu Jun 10, 2021 4:32 am

Certain stuff will be deactivated as it doesn't make any sense.
There are two bridges catapult type supposed to throw player forward. Only mid area of bridge does this as long as are used kickers and nothing shows their presence in game in central points of bridges. If player is not in the middle is not thrown but bridge is moving upper without purpose. It's silly, I think I'll get rid of these "settings".
I'm not even sure if they are in timing in how are kickers placed.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Thu Jun 10, 2021 6:52 am

On that other map I deleted the soccer ball looking thing in the middle, runs fine now.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Fri Jun 11, 2021 7:05 pm

Work in progress... to be continued....
Map has paths, but... if Bots are having issues on those stairs (Editor mapped paths) you can remove nodes from stairs heading to the top and rebuild paths.
Probably other Bots more smarter can navigate there otherwise those paths might not be really welcomed.
CTF-UTDMT-Fortress[X]_wip_rs552.7z
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From this point ahead it should be easy to be managed in Editor.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins » Fri Jun 11, 2021 9:16 pm

Before I start adding weapons, health, and other stuff... yeah, they're having problems on the stairs about halfway up. They get stuck and bounce up and down on the same stair forever.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona » Sat Jun 12, 2021 7:30 am

The you can delete top paths and stairs paths - they have a too big step height and this would require a node for each step which would be insanity...
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Learn the rules like a pro, so you can break them like an artist.
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