Map assessment and pathing enhancements

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Nelsona
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Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

Yes, it seems that there are two versions of this so called MultiCTF - CTF4. I have files and I could check what was all about...
Conclusions are simple:
Geometry: Good executions, map it's suitable even for public gaming.
Pathing: No skills... based on EYE examination...
- "BigKeg" Not linked with anything because we don know the rules concerning LiftCenter linking;
- useless nodes near Inventories and very close to walls - Automated Generation without polishing placement was never great;
- Secret Items here ? What for ? And not linked from anywhere;
- HomeBase actors - excuse me but engine doesn't speak english, it's a software not a human being - a dumb addition - I doubt that CTF4 controller uses that... and not even Monsters embedded here. HomeBase it's aiming ScriptedPawn if are correctly set - it's not the case;
- Upper Placed PathNodes and FlagBases are not helping;
- DefensePoints for defending walls ? Do they not need the right view direction ?
In other hand, Scripted Checker has reported this misery:

Code: Select all

LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] 		= 1846.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 1655.
FixedWithSuccess: ReachSpecs successfully attached 	= 2727.
FixFailures: ReachSpecs attaching failures - probably no place = 774.
LostData: ________________________________________________________________
Clearly it's overcrowded without anything helpful.

Let me know if this stage has annoying flaws....
CTF4-UTDMS-ThornsV2_rS704.7z
(445.9 KiB) Downloaded 39 times
UncodeX Stuff
Not often maintained
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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Re: Map assessment and pathing enhancements

Post by evilgrins »

This is a big one, so no rush:
https://unrealarchive.org/unreal-tourna ... cc3a9.html

Pathing, it has none. Needs it above and below.
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Shot0104.png
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Nelsona
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Joined: Sat Sep 30, 2017 5:03 am

Re: Map assessment and pathing enhancements

Post by Nelsona »

Map actually has some paths but... as usual, the boys are not aware about the size of "PathNode" and native issues cause by their lousy placement in ramps, it has also some scientific "bOneWayPath" but settings are exactly in opposite direction. The rest goes to original borked spam data caused by overcrowding spots which was never good for original UT Editor. For completion in years 2024+ we do have all needed stuff for doing them correctly and not just guessing like in preschool.

Edit: See this...
For me was normal (XC environment)
MH-Nexus_rS1984.7z
(360.38 KiB) Downloaded 23 times
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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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Sun Jun 16, 2024 7:08 amLet me know if this stage has annoying flaws....
CTF4-UTDMS-ThornsV2_rS704.7z
Looks good, but I do have one little question.

Why did you change the projectiles on the UTDMS?
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

I think because I used my files for editing, something went changed - actually Skaarj Projectiles doesn't kill any Skaarj, my versions are using something different.
UncodeX Stuff
Not often maintained
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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Re: Map assessment and pathing enhancements

Post by evilgrins »

Nelsona wrote: Thu Jun 27, 2024 8:43 pmSkaarj Projectiles doesn't kill any Skaarj
I know, which is why in team games I switch the projectiles.
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