Map assessment and pathing enhancements

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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Monsters are not available in non-monster games, neither in those accepting specific monsters. As result they will get turned into fake monsters permanently embedded.
Next: In room there is a Trigger for players, I did not see yet how player is supposed to get there... :?: or I have to look well at walls how are defined....
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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Mon Mar 13, 2023 3:03 pm Monsters are not available in non-monster games
Monsters were always available, lots of early mappers did that all the time.

Best case ever was the original CTF-ProjectX.
Nelsona wrote: Mon Mar 13, 2023 3:03 pmIn room there is a Trigger for players, I did not see yet how player is supposed to get there
If you're talking about what I think, there 2 of those. 1 on each side. It triggers a bombing run of redeemers.

I'd like that to be left alone so it still works.
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Nelsona
Posts: 1577
Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

evilgrins wrote: Tue Mar 14, 2023 12:38 am Monsters were always available, lots of early mappers did that all the time.
Did you play with default setup bNoMonsters = True ? Only maps with screwed setting will come with monsters, BotPack was not planed for this way.

#2 Trigger inside room with mercs has 40 × 40 collision - how can you touch it without to be inside ? - Whatta f...k ?
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Can you figure settings from maps generally ? Here I see a free spot for Translocator where probably you can get inside:
a) if Monsters won't kill you something will happen;
b) in "bNoMonsters = True" games - there is nobody there.

Evidence for point b). There is nothing in the "cage".
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Do Player has any reason in CTFGame to crawl map instead of taking enemy in account and Flag ? I don't see why would kiss walls and all sort of things instead of capturing enemy Flag.
Next stage...
For keeping a bit of originality there can be some "Monsters" available IN ALL settings.
More to come... Servers still allowing Monsters. Do they animate normally over network ? Monster uses "bStasis" and such actors are not truly animating where are not rendered directly... Believe me or not, this it turns out in a net misery if certain elements are not adjusted - and once again CTF is not SP...

Next... Current map using any setup - Monsters and Non-Monsters... Yeah, cough... and no extra Accessed Nones concerning Monsters - because there is no Monster in any format...
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And... they are dancing...
This is my view with regard to a bit of quality for a product instead of something "cool" and filling errors in logs.

To the other chapter... Pathing...
It's not like lifts are set correctly, there are missing points fracturing network. There are needed more nodes for covering the whole area...
First time I thought that will be a bit more easy but... I really need to look everywhere because certain places weren't covered. It's not only about routing to flags, it's also about not being lost in the wild zones thrown by a blast and sitting there all day long. I have my experiences from the past here happening in two maps not more because I refused to play similar scenarios.
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Back in stage... Here is something, perhaps it needs some adds - or NOT.
CTF-TimeRip_rS2941.7z
(944.78 KiB) Downloaded 3 times
Question in cause is if are really needed AlternatePaths. Bot going to "left" will chase harder carrier on "right" due to large space. But maybe... Idk - your decision.
Quoting several edit moves:
- replaced Monsters with Animated Non Monster Actor;
- removed access at useless areas;
- added a plenty of PathNodes (top of ramps, places with missing coverage);
- moved some Teleporters - Why Spawn Killing ????
- completed Lift Combos - some TRASH was here anyway;
- completed towers for accessing all assets;
- deleted some Nodes close each-other - doesn't make any sense that dumb mystical story with ramps and stairs;
- builded Paths using XC assets but cleaned up based on Stock Logic and not other sudden new "rules";
- executed a correction at Lift Offsets from keyframe1 - too high for Zero purposes;
- Turning them in generic Pawn activity not only Players - it surprises me original setup, taking in account initial purpose of map;
- SpawnPoints are not subject for Paths "falling" from sky - Projectiles don't use Pathing...

Known Problems: Stock BOT in water during whatever combat situation.
Hit me if something ugly is missing... To me this is a WIP until it will pass more other tests.
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