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Re: Map assessment and pathing enhancements

Posted: Thu Apr 29, 2021 1:41 am
by evilgrins
What I've done:
· Team colored the sides, outer arena walls were all red originally.
· Added actors to the observation booths.
· Cannons to central area

Will likely add more health later.

Main issue: Players spawn in on 4 outer islands but don't have an easy way to access the middle area, bots mostly just shoot at other team on the island nearest them. A couple it's close enough to jump across, but not the other 2. Needs both teleports added and something to make them use transloc; needs both as not everyone plays with transloc enabled.

Overall assessment beyond that.

Re: Map assessment and pathing enhancements

Posted: Thu Apr 29, 2021 4:24 pm
by Nelsona
It's confusing...

Code: Select all

WrongPoint: JumpSpot0  doesn't have a private LiftTag string defined, which is pretty wrong.
BorkedStrings: This might not have connections or... it can be connected through walls with Exits if they exist.
WrongPoint: JumpSpot1  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot2  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot3  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot4  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot5  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot6  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot7  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot8  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot9  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter0  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter1  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter2  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter3  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter4  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter5  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter6  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter7  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter8  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: LiftCenter9  doesn't have a private LiftTag string defined, which is pretty wrong.
FlawedCombos: This map has 20 messed up Combos, you need to check settings...
Were these people ever able to open a stock map and figuring settings ?
Mmm, doesn't mater, MapGarbage it's a good boy...
evilgrins wrote: Thu Apr 29, 2021 1:41 am Needs both teleports added and something to make them use transloc; needs both as not everyone plays with transloc enabled.
Actually NOPE, CTF is having maps without game out of translocator, this being pretty mandatory here and there. Either way JumpSpot and ImpactJumping solves problem. Teleporters are only a way to mess up if ones are using that trash TeleporterFix or NewNet. These are the very last resort, perhaps kickers or such. In this case I don't think I have problems at using kickers...
See how is this... Do you think it needs more that that ?

Actually Human-Player has more options due to "ICE" surface... Nothing is needed for jumping, just playing normally... lol. The only thing who need help is A.I. Pawn.
Removed BSP bugged file, other files is being placed below.
Edit:
- Enlarged and completed ReachSpecs;
- Added two jumpy reachSpecs for using Kickers - those were connected manually;
- Deleted all Lights from void;
- added a sort of jumpy beacon as symbol for kickers;
- Removed useless LiftCenter type actors;
- Added all combos - including in the trap boxes with vials;
- Assigned RED color for Flag from Team 0.
It's all based on reachSpecs using 780 ScanRange and two user made specs: 112 × 117 and Walk+Jump - for connecting routes through kickers.

Re: Map assessment and pathing enhancements

Posted: Fri Apr 30, 2021 2:22 am
by evilgrins
I'll check it out, and there is one other thing but I wanna see if I can work that out myself.

Well, I can tell you what it is and maybe you can tell me how to do it.

This map?
https://unreal-games.livejournal.com/149607.html

I changed the death messages for people that fell off the platform, to make them more amusing... but with this arctic arena map I attempted to customize the death messages for those that fell/jumped off the ice and fell into the water (instant death) but the attempts I made didn't changed the death messages.

Did the same exact thing for both, very confused why it didn't work for ArcticArena.

Re: Map assessment and pathing enhancements

Posted: Fri Apr 30, 2021 3:30 am
by evilgrins
So, there's a BSP error that wasn't there before on the blue side... I hit the "build geometry" button and fixed it, but that created BSP errors all over the place.

Eek!

The initial one from your edit...

Re: Map assessment and pathing enhancements

Posted: Fri Apr 30, 2021 5:20 am
by Nelsona
Expecting such instances...

I imported some stuff for those beacons and I believe textures were conflicting in a way or another so I had to do some moves. Either way all was reported like into void. Let me try again without rebuilding anything or first let me look what is about because I played map without focus at walls.

Okay, I deleted old trash map-file. Right now I could see the problem in Editor. Here map looks normal. Is it normal ? Confirm, please...
CTF-Cannons-ArcticArena_rS665b.7z
(5.48 MiB) Downloaded 119 times
Next is: Messages from those deadly zones have nothing to do with O%. Both O% and K% are needed when is about weaponry and battle stuff not zones.
Messages include K% because killer is killing itself jumping there - in UT's logic. I don't know if all zones are great here because some of these do scriptwarnings which I don't like. Either way for me all this messages brainstorm doesn't make any sense, my CTF is removing those "cute" things and it sets a normal kill-zone preventing this way all null deals. You can add what you want over there but... it's not like I can see any of these death stories...

Re: Map assessment and pathing enhancements

Posted: Mon May 03, 2021 2:16 am
by evilgrins
Take a look at this...
https://unrealarchive.org/maps/unreal-t ... 089a5.html

Some minor visual issues, likely due to size as it's massive, but it does feature 1 annoying thing.

Bots from either team never goto the other side.

Assess away.

Re: Map assessment and pathing enhancements

Posted: Tue May 04, 2021 6:19 pm
by evilgrins
So the map I linked to in the previous post, I've some ideas of what I want to do to it but I need to see it pathed first due to that one glaring problem.

Re: Map assessment and pathing enhancements

Posted: Tue May 04, 2021 7:47 pm
by Nelsona
I'm working on it and at something else, also testing in this map.

Here I think will be a mixed work. Automated paths in a limited range and extra needed connections operated manually. If all it's automated, they would get over 3000 array and this is not my way of doing.

Master problem: Flags as main map's and game mission are not exactly reachable but I can deal with them. This makes any future paths rebuild to no longer have CTF objectives... So far in UT I have options for making paths - no longer needed 227, maybe only for removals, either way I have even a "Paths Builder" with some "features". It does something, I cannot say that I clap hands due to what iterators are doing in Editor but... at least I can have the start reduced in load and completing links later based on Builder checks. I'll hit a try in 469b to figuring what is fixed there for "RadiusActors" - this one seems pretty retarded. I ordered 610 radius and certain point was connected at a bigger radius...

Re: Map assessment and pathing enhancements

Posted: Tue May 04, 2021 8:37 pm
by evilgrins
I remembered this map after the last one we did papercoffee said he'd prefer their being a big pillar in the middle...

Re: Map assessment and pathing enhancements

Posted: Tue May 04, 2021 8:45 pm
by Nelsona
Yes, it is, it looks good... all it needs now is completing connections and testing it.