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
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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
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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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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Here might be a prototype...
CTF-BorderPatrol_rS1910.7z
(881.07 KiB) Downloaded 31 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.
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evilgrins
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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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evilgrins
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Re: Map assessment and pathing enhancements

Post by evilgrins »

No pathing needed for Titans, for this space, bot pathing needs enhancement and broadening. Basically they run back and forth in a straight line between the flags.

Happy New Year!

Maybe some enhancement on the sniper/defense spots too.
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CTF-UTDMT-BoS-Cannons-DesertCombat.zip
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Okay, I think I finished a previous work (inspecting DM-Bishop for enhancements...), allow me a few time to see what is about here first.

Edit: Yep... it's not like this is the best ever pathing...

Code: Select all

LostData: ________________________________________________________________
LostData: ReachSpecs missing from Paths[0-15] 		= 631.
LostData: ReachSpecs missing from upStreamPaths[0-15] 	= 452.
FixedWithSuccess: ReachSpecs successfully attached 	= 1018.
FixFailures: ReachSpecs attaching failures - probably no place = 65.
LostData: ________________________________________________________________
There won't be any such junk data added for the sake of pathing for the same run in straight line...
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Nelsona
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Re: Map assessment and pathing enhancements

Post by Nelsona »

Okay, here is how I see the action, simple paths, no junks, AlternatePaths, a TouchNode against recursive roaming through middle and two defenses for each Base.
CTF-UTDMT-BoS-Cannons-DesertCombat_rS466.7z
(439.99 KiB) Downloaded 9 times
I removed "face at wall" spawning crap, let me know if anything else is needed or I failed to see whatever problem.
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