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Re: Map assessment and pathing enhancements

Posted: Sat Sep 12, 2020 2:53 am
by Nelsona
Apparently even geometry does look well aligned...
ApparentlyWell.PNG
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But in reality, after a bit of zooming it's not that great as it looks like from Satellite View...
AndNotWell.PNG
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It's not the only one area with pivot rammed. There are more... First time I was noticing a simple geometry but... having ugly BSPCuts (talking to myself LOL Goblin) but later I could see why Goblin went mad...
Geometry Execution = 2/5
Paths Execution= 0/5
Dismissed...

Aside:
I think... some map-validation check which MapGarbage builder should do it's a check if map's paths have been build - I mean if map has a navigation chain or not. Why ? Because a map without any Navigation chain to me is trash, a lab junk unfinished - this is not even signed...

Re: Map assessment and pathing enhancements

Posted: Sat Sep 12, 2020 6:41 pm
by evilgrins
Unrelated to this, but thought you might find this interesting ยท https://www.oldunreal.com/cgi-bin/yabb2 ... 884873/0#0

While trying to find something for Hook, an aspect of very rare mapping was discussed.

Re: Map assessment and pathing enhancements

Posted: Sat Sep 12, 2020 8:26 pm
by Nelsona
Here I need to refresh memories for those which are not fixing their game.
If we are Bot lovers, those jesters might have random problems with Water due to their state codes or whatever state change with wrong physics. Not a single time I witnessed Bot stuck in water and running in place instead of swimming. For these issues we definitely need a small MyLevel toy capturing in cycles Bot physics vs bWaterZone. Wrong physics must be corrected unless Bot will run there X months. Epic were writing some water stuff but I'm not sure how much they tested all these. The rest of "smarts" from community have done those "monsters" looking like Bots and which were having MORE issues than Bot in Water, causing even a server lock-down or a crash depending on task priority used by server. I know what I'm saying because I could see these not a single time...
To not forget later "mapping sessions" using such craps with wrong animations right in MyLevel - for the same "monsters".
Instead of trying to fix these issues at those pawns, I'd rather prefer to setup paths in 100 maps - more easy and relaxing...

Re: Map assessment and pathing enhancements

Posted: Tue Sep 15, 2020 5:43 pm
by evilgrins
This is admittedly not a great map, but it's got a kinda basic appeal for Deathmatch.

Most vexing issue is the horrible bot pathing.

Re: Map assessment and pathing enhancements

Posted: Tue Sep 15, 2020 6:23 pm
by Nelsona
Roger, let me drop an eye over it first.

Re: Map assessment and pathing enhancements

Posted: Tue Sep 15, 2020 8:43 pm
by Nelsona
Okaaay...
It's surprising to me how do works plain DevPath a la UT440 in this map using XC paths adjusted here and there - powerful, really powerful. Map has now 584 reachSpecs perhaps enough covered and navigable - I don't now if Teleporters from water won't be a bit nasty hacking pawn's way... (if exists a problem it can be solved manually), here Targets or Goals look reachable from a really long range... this demonstrates that a simple network out of "bytes" (junk data) works smoother as oil.
Amazing reactions:
Longreach_0.png
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Longreach_1.png
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Longreach_2.png
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Longreach_3.png
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Anyway, if it needs some corrections, let me know. I did a few tests and I have not see annoying flaws.
Attaching map with Paths.
DM-UTDMT-BunnyRabbitStewWIP_rs584.7z
(230.35 KiB) Downloaded 131 times
If you want a bad-ass UTDMT you need to quit using DrawScale 2 - that's not for roaming.

Re: Map assessment and pathing enhancements

Posted: Thu Sep 17, 2020 6:56 am
by evilgrins
Fun little neighborhood, bots get stuck in some places.

Re: Map assessment and pathing enhancements

Posted: Thu Sep 17, 2020 12:30 pm
by Nelsona
I had this one, probably I had some plans with it but... I forgot what I wanted to do.
Anyway... I believe I held it for a small demo about supposed mental problems. Paths here would be good enough if these combos would not be TRASHED in the way how are made: I marked with Pink those useless junks trouble makers... BOT IS not drilling walls...
Lousy_mental_Problems.PNG
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OtherUselessCharges.PNG
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This is probably simple to fix... some AlternatePaths could be helpful and... 3 AmbushPoints for 2 Bases = Miss-Balancing map. Else I think Teleporters don't have a valid meaning here... Why ? Catching Carrier ? Poor Flag carrier...

Re: Map assessment and pathing enhancements

Posted: Thu Sep 17, 2020 9:17 pm
by Nelsona
Done, I've adjusted defenses, added Alternatepaths and connected Both Flags into navigation network.
CTF-GovernmentHousing_rS1432.7z
(1.06 MiB) Downloaded 164 times
It was 3-0 for reds, then 4-0 for blues, depending on Bots. As conclusion paths are normal.

Re: Map assessment and pathing enhancements

Posted: Thu Sep 17, 2020 9:51 pm
by evilgrins
Okay, our 1st CTF4/CTFM map... feel free to tinker with everything, but what I mostly want is for you to institute titan-pathing because they tend to stop in front of the doors a lot and they are very wide but the doors are not much wider than they are, which is hard on players trying to get through the doors.