Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Here I see Bots working, you have to check if Trooper types are following paths and covering, either way must be detected in which area they won't cover player. Certain spots might generate narrow paths because roaming places are small, maybe BSP problems and there will be needed some fine tuning operated manually - maybe it's not needed any extra work.
MH-HellRaiserNEp3_rS1643.7z
(2.2 MiB) Downloaded 7 times
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

VERY LARGE map, CTF and "crossing the border" themed... pathing seems to be lacking. I mean, there is pathing, but it's not great.

Asses away:
https://unrealarchive.org/maps/unreal-t ... 497cf.html
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Nelsona
Posts: 1409
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

There are a few small slants and hills where some PathNodes are causing one-way paths - so to speak navigation lockers, there is needed some workaround and perhaps a few AlternatePaths but here story is longer... Flag Carrier can escape or route is way too long and has chances to be killed... recovering Flag from another point of map it's heavy when it comes to such distances. In other hand I have to check DevPath here after editing a few routes...
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Learn the rules like a pro, so you can break them like an artist.
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Nelsona
Posts: 1409
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

Here might be a prototype...
CTF-BorderPatrol_rS1910.7z
(881.07 KiB) Downloaded 5 times
Notes:
For me this is not a CTF stage for multiple reasons:
- by using "alternatepaths" Bot going too far won't reach at a random enemy carrier because of distances;
- by NOT using "alternatepaths" they will always go through the same routes - predictable without more challenge;
- plain Bot in water might have random issues - I did not made more water paths except some undergrounds;
- weaponry here is a very poor subject, often Bots are unable to stop enemies properly;
- paths are operated with my builder because original might go over boundaries and causing funky routes;
- for being played ON-Line, a server needs mutators for loading players.
UncodeX Stuff
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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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Joined: Fri Oct 13, 2017 12:14 am
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Thu Nov 04, 2021 6:57 pmFlag Carrier can escape or route is way too long and has chances to be killed
Maybe some key item placement along the way would help; shields and mega-healths.

Thanks, I'll take a look at it.
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