Those wrong ones

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Nelsona
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Re: Those wrong ones

Post by Nelsona »

When ever I had some free time I did some checks and modifications to said LavaTower "uni-zoned" map. Too much TT_Shoot affinity for no purpose (if trigger is not unreachable why do I need to shoot it since I can touch it, not enough ammo, no healing, but happily setting up an Insta meeting spot where all player wants to reach or to camp in a redeemer zone for killing monsters without no fight ignoring tutorial's recommendations.
The cake in stage is that dumb idea to bring monster in battle-field from a spot VIA a mobile teleporter, and this teleporter is not protected against blocking it making monster trapped and option to break map if server won't crash at collision problems - because those are chained as critical ones - All SpawnPoints might collide and blocking spawning, I think these are going to be replaced and moved for a clean spawn. This will take a while, but it can be fixed - editing here because patching won't bring zones and neither other needs.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

Triggered bump timer.
As a diverse fact, I have seen some people who make maps at UT99.ORG that are not friendly with sharing chapter and team-work. Somehow I will not use what they consider to be "beautiful", the gentleman in question proves clearly that he knows nothing about the support for the A.I. and then, until he learns what is about, we'll use what we're editing without blinking, so simple.
I'm not a fan of screwing up, but as long as original content is closer to trash, we might want an edit instead.

In 2019 we have maps shared using doors instead of lifts and having 0 (zero) Bot deal. Until to see a normal map spread around and not 10 borked "beta" types which for me are just useless for gaming, we can use edited ones while we might wait ages for more quality mapping rather than personal obsessions for something which X millions of people might ignore.

Monster Gaming Server is completed properly without too many details. Another older MH map will be added when all patch files are ready.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

The bump timer again.
One of MH maps in crap suit was loved a bit by Barbie but... seriously not enough. I have right now a version having... a bit of difficulty but not as Monster/mechanics setup as much as THE SPACE. In this map 2 players are increasing difficulty because there is no place for tactical movement during fight, it's pretty stupid in a way of saying.
I was referring at MH-HouseOfPsychos which... heck, has a lot of loading (lol original DevPath). By using some techs from 2019 Map can be very well tuned and full Bot support is also doable without a single bug. Worth adding such a "map" in MH servers even if it's fixed ?
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

Another map from whatever "Awesome" map pack has captured my attention - not an ugly map but...
CTF-2Chickens.PNG
CTF-2Chickens.PNG (394.72 KiB) Viewed 14129 times
I don't know if these fake news are an usual habit or just a sort of lucky shoot - maybe those who sleep all their life won't notice.
Let's take a look at things noticed:
- ALL, but ALL DefencePoints are assigned to team 0;
- Mid-Area with those items has no way out - if one of your Bots is captured there in a freelance session you will lose balance - won't go out too soon;
- AlternatePaths for dodging a bit from a direct enemy facing are NONE;
- To not mention that those tanks might go buggy toward Bot - killing player and probably capturing Bot inside them miss-balancing game because Bot is not really killed by such setup, but maybe player....;
- Paths to mid extra area with "jewels" are also none - Carrier can sit there all day long and no one will find it neither in more Lite CTF versions.
Why fake news again ? Take a loon at ReadMe
ReadMe wrote: --- Play Information ---
Game : Unreal Tournament
Level Name : CTF-2Chickens
New Sounds : No
New Graphics : A few textures from crystalfat
New Music: : None
Known bugs : None
...
--- Construction ---
Editor(s) used : UnrealEd 2
Base : This is the original
Construction Time : 2 days
...
Bla bla bla Known bugs = None - after making a map in 2 days... How long has been tested ?
Gentlemen, this is not an expectation for a CTF map which a random dude wants to play Off-Line, at least map CTF-November by Cannon and Myscha and Elliot has some Team1 defense points regarding to Team0 trying to defend BlueFlag (inside Elliot's brain probably) and duplicated actors....
Let me see, I think those tanks intended to bring something special to map are exactly buggers which less players are happy to see.

And then what can be done here ?
First of all I think Movers have to be completed with some attached actors real pawn killers, we don't need to see Bot surviving after a tank has crushed it, definitely some meat chunks would be priceless. Reducing number of PathNodes because this paths network looks like a guess and having missing connections. Mid Area a bit more obstructed ?
The question is if it worth a bit of love - for a mapping exercise.

Edit: After re-pathing it, I still can figure that Bots won't play it properly because they cannot "recognize the threat" regarding to tanks. Dying like morons while enemy carrier is running away is not what I want - Next One.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

BeerWars.PNG
BeerWars.PNG (333.91 KiB) Viewed 14122 times
CTF-BeerWars is not a very great one but has a CTF feeling somehow.
However the charge used might be useless at random. I think for pathing was used Editor's PathNode generator. We have here:
- 174 PathNodes while map might work in the same way with only 86;
- No AlternatePaths;
- No DefencePoints - this is not a big problem because Bot knows how to guard Flag without them - but I think worth adding some...;
- No essential routes to important items miss-balancing power - for year 2002 this was not an option, all mappers from that time trying harder to balance game - but I suspect that "bunch-maps-maker" had no clue about pathing combos doing only UNR files.
We do have the same fake news... As usual ? - Known bugs : None, its perfect!
Then let's take a look at this "perfection":
Perfect_map.PNG
Perfect_map.PNG (864.27 KiB) Viewed 14122 times
If we are in 2019 and since 2002 nobody was talking about fixing this miss-aligned brush + other stairs without merging polygons and having UT_Stealth which is a game CRUSHER I think this "perfection" delivering a crash can be CHANGED without asking too much as long as 17 years was just a trash. Perhaps at end of fixing will go in M.G.S. playground.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

After I have done several tests on this map now realized how unbalanced it is. It has a shortcut that offers blue team advantage when A.I. it's way expanded with AlternatePath actors. The red ones have to make a long way at a time to stop the blue enemy flag carrier.
Let's not forget about other issues. The "Beer.umx" music file can cause problems because we already have other files that use the same name and which are textures. I imported the music into "MyLevel" because I do not see any reason to mess with these stupid files.
Map geometry has been changed to balance the game and also items that are causing problems due to poorly written original codes. It will have now 8 zones not 1 for speeding up rendering.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

In order to forget a bit reality around me, I went to UT looking over folders with collections. Something nice distracted me but... perhaps doesn't worth to speak about "doors aka lifts" and messed up combos and setup used here. It's time to fix it for M.G.S.
LP_FrMoon.png
LP_FrMoon.png (1.62 MiB) Viewed 14030 times
It was called Freezing_Moon by Uncle_Bob.
About design... NICE Work.
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Cool Cat
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Re: Those wrong ones

Post by Cool Cat »

One teleport on maps (ACE)Antbed(v3)Rm, !Hot-Karl's-RestroomA is broken.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

Fixing is doable in three ways:
- installing NavAdder and adding a plugin for map in order to deactivate active teleporters with NONE destinations - a la EPIC;
- editing map with the right setup;
- installing a bugger mutator with double purpose: prevent some collision crashes and... removing crapped messages which for player are just trash floating like a lost boat - players won't mess up nearby teleporters because teleporter will become evil blowing up campers around them intended at "Teleporter-Kill" chicken strategy.

The question is: What kind of method for fixing wants Server's Owner ? In my yard I'm doing what I want, here is not exactly my yard so I want to discuss about solution(s) if are asked.
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Nelsona
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Re: Those wrong ones

Post by Nelsona »

I took a tour through map DM-(ACE)Antbed(v3)Rm.
Because I'm a bit slow minded I'll ask a question about that "Rm" which I could see around map-names: What does that means ? Remade ?
If this is remade I'm badly confused about this area:
Antbed_v3_Rm.PNG
Antbed_v3_Rm.PNG (479.14 KiB) Viewed 13912 times
This area did not capture my attention in game because already XC_Core has claimed AERIAL paths which means these surfaces have no collision as long as even this wall is crapped up. Map is dark in that spot so perhaps bug passed unseen but hey: Speaking about map' s banner from some Big Can toward "whiney noobs" - This is not geometry, btw... And this is supporting some Bot action as well - as another noob note nearby that "heading-to-nowhere" teleporter... I spectated 9 Bots crawling map and is not that bad at all... if geometry in that area is not very disturbing (items from there removed because make no sense) then adjusted map might be uploaded as replacement in Evil Sniper Server.
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