Map assessment and pathing enhancements

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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Found it, or found 1... it's right there.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Yeah, me too, I reported it and I recorded data, that one is closed, no more falling from area...

Now check out higher areas (Translocator), it's not the same for the rest - where Warlords are flying easily.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Wed Nov 04, 2020 3:34 pm Yeah, me too, I reported it and I recorded data, that one is closed, no more falling from area...
Did you get it on both sides, though? That's the red base but the Warlord in the previous screenshot was on the Blue Side.

Map is frustrating to skim, I do my best looking in spectator mode but the bases are in 2 separate areas only accessible via teleports, which I can't use while spectating.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Spectating is authorized in XC_Engine through teleporters but if map is bad there is nothing to see entertaining. Then after getting through teleporter some Bots (depending on team) will react at spectator shooting in air. What is borked is... just borked. It worth doing anything else much better. Geometry here it's not exactly how I think it should be and then it looks like Goblin shares the same feelings with me and it's refusing to build map properly out of holes. The master piece was 469a talking about some Mover Nodes - probably placed in other map, heck knows what's there...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Are you admitting defeat?
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Eh ?
This is not a map in way how it was assembled - building returns errors. Feel free to fix it. Pathing is easy to solve (takes a few minutes maybe up to 1 hour) but geometry is trash - it needs to be modified/reworked. Time consuming... When I work more hours at computer I'm about to sleep suddenly... mapping is not exactly my strong point and here it needs... re-mapping map.
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Okay... fix the pathing then.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

See if pathing needs anything - you can use lockers from previous UTDMT map with that Big Island without affecting Paths-Net, if you need some toggling - if worth wasting time...
CTF-UTDM-Cannons-FireBases_rS1798.7z
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Geometry is crapped more or less similar to original - only a few spots were "improved" - more exactly bugs moved through map. Brushes need fixed and this is not the "How To" with regard to geometry...
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Well, it's no longer generating extra bots... though I'd still love to know why it was doing that in the first place. Could be ideal for other maps.

Moving right along...

1 Warlord with projectiles, 3 Berserkers without, Ewok Village scenario.

Assess. Mostly only interested in enhancing bot pathing, if you think it needs it. No need for monster pathing.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

A few notes:
Generating Bots like that are not really good for servers - ADMINS are deciding what they do, and not map filled with NON mapping actors.

This map lacks in paths at bottom and there are PlayerStarts in area - definitely for Bot Support is Wrong here, they won't leave place.

Lifts - cough - except nodes placed higher due to ramps I would like to know how to get down from top routes. Lifts won't move just like that because they don't read minds. When keyframes are that far lifts should be moved using triggers.

Then, map has brushes removed and maybe it was not the best thing done here. There are bugs...
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In this contest this bug cannot be solved without reworking geometry.
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