Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

And how do they reach Flag without Translocator if the other item was just taken ? Light me up, please.

In other hand I would like to see you fixing once forever your Editor and do ruin maps as you like. And NO it was only ONE copy with InventorySpot pointing nothing... "markedItem = NONE". I added back what it was, Bot collected that before capturing flag.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sat Feb 17, 2024 7:30 am And how do they reach Flag without Translocator if the other item was just taken ?
I've been playing the map and that hasn't been a problem once. Jumpboots on that circular spot a little past the flag respawn just like everything else.

Dodging incoming fire while trying to get the flag is the only real challenge, but it's a normal one.

I'd set the JumpBoots to respawn in 10 seconds.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

All JumpBoots have respawn-time 9 seconds - I don't see what's the problem with them - referring to "r1" edit.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Mon Feb 19, 2024 11:04 pm All JumpBoots have respawn-time 9 seconds - I don't see what's the problem with them - referring to "r1" edit.
My issue is twofold:
- As you say, jumpboots respawn in 9 seconds but you said you added the extra pair of them for the very reason if someone took the ones which were there already how could they get to the flag? 9 seconds is hardly a long period of time to wait.

- It seems silly to have 2 pairs of jumpboots so close together, relatively speaking the pair you added are only about 20 feet from the pair which was already there.

Also, on a stylistic level, the pair you added are hovering about 2 feet (relatively speaking) above the ground which looks weird.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

And Navigation Points that are guiding Bots are using a similar Z height and this height it's not a problem at all, in fact this it's helping more than any buried Inventory.

If a defender is covering carrier, usually Bot heads to a desired Inventory during a combat state, defender can actually steal "Boots" and leaving carrier exposed with Flag, so I used two, and then carrier can access one of them when is needed. Actually this "problem" it's not a problem at all and I don't see where is the issue. Fix your Editor, put them down, delete them, do what you want with them because usually I do some testing before taking decisions. Frankly to me this map doesn't seems to have issues except prior version where I missed some paths to a central shield and invisibility - okay, by flying there Bot might crash in wall and I think I had reasons to not drive them in that narrow area. And then... over-thinking UT stuff was never a good thing. More to complete, idea of Invisibility for Bot vs Bot it's useless like for "Invisible" Human vs Bot.
To me that "secret" it's just a nonsense.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Technically I already assessed this...
https://ut99.org/viewtopic.php?t=12143
...would you be interested in pathing it?
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Let me drop an eye over it.

Edit: It looks easy for pathing... What weaponry do you recommend ?
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Wed Mar 06, 2024 2:25 pmEdit: It looks easy for pathing... What weaponry do you recommend?
The UT basics, even the snot-gun.
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Also mega-healths (multiples each side) and shieldbelts.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Not a lot so far but pathed for CTF, if this works normally, anything else can be completed later, items are dynamic - guns and ammo.
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