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Map Edit for anybody

Posted: Wed Sep 21, 2016 12:49 am
by EvilGrins
Most anybody who plays UT is probably somewhat familiar with THUNDERBOLT. He is, in my eyes anyway, an amazing mapper with only 1 significant flaw...

...on a majority of his maps he doesn't add bot-pathing.

I love to have back up, I'm very pro-bot.

That said, his maps are extremely intricate, they're generally massive, and for the most part (just shy of AngelHeart) the guy's got some of the most amazing maps I've ever seen.

A stretch back he made the bare bones of a map but abandoned the project. Posted into Destination Unreal's forums, he said anybody was welcome to take the project over and see what they could do with it.

Map in UnrealEd:
Image

The map is based off this:
Image

I did a walkthrough, it's freaking HUGE but it has no pathing, no monsters, no specified ending, no much of anything.

As most know I like to edit maps but I passed this over to Nelsona/Sektor2111 (as he'd as much said he'd like such a project) under the heading Wanna see what you can do with a blank slate? and he was initially VERY excited about the idea... but eventually didn't take to it.

If anyone else would like to take a crack at it · http://www.mediafire.com/download/zm3bf ... 9Giran.rar

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 1:11 am
by Gustavo6046
Mememememememe! I promise I'm not gonna add any of my crappy packs or any of my crappy stuff into it! I am the one currently in charge of bot pathing Enslaved for Monster Hunt. And you know, that's the biggest map for UT ever! ^_^

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 3:02 am
by EvilGrins
Gustavo6046 wrote:Mememememememe!
Just get to it, like it says above and as Thunderbolt put it... anybody who wants to try and finish this project is welcome to. Just be sure to slightly change the filename of the final map, in case anyone else edits it too it'd be best to avoid map file conflicts.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 5:50 am
by SilverSound
I'd totally do pathing for it. But I'd probably make it a CTF or assault map. I don't know anything about MH pathing and set up.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 5:54 am
by Red_Fist
Looks good to me, Take a while but looks worth it, SP or MH all the way. be great, since there is a theme might be easy to make a story for game play as well.

Same old crap, it wants to add flash or installers or fix windows BS, I hate mediafire.
Oh well let me know when there is a real link and file, a map file that is.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 6:00 am
by sektor2111
One thing, I quit thinking of it because it has bsp problems, actually they were developed by the way in how was geometry "worked". Good luck with that... pathing in such Level is a piece of cake not a Rocket Science, else waypoints will have chances to break attack as usual in MH because.... area is open with access in unwanted priority of "objectives".
Gustavo6046 wrote: I am the one currently in charge of bot pathing Enslaved for Monster Hunt.
Oh, really ? Good luck with a new unfinished thing.
For your personal knowledge I did some paths in a few MH maps which nobody did nowhere. I won't share them for seing later one telling that he did those things.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 1:47 pm
by Barbie
Red_Fist wrote:Oh well let me know when there is a real link and file, a map file that is.
Try it at Medor's place.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 6:10 pm
by Red_Fist
Barbie wrote:
Red_Fist wrote:Oh well let me know when there is a real link and file, a map file that is.
Try it at Medor's place.

Hey thanks again,

(still working on my bench amp and other chores, but will get at spillway ASAP, so much crap to do around here, but I will get it) Also is there a way to make another blockall actor that will work ? like if I copy and make a complete new keypoint, not subclassed ?

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 6:34 pm
by Gustavo6046
You know it's not gonna go well when:
Image
I FINALLY MADE A NICE BRUSH with cubes and Vertex Editing and lots of clipping! Oh wait, misaligned edges, gonna take more clipping. Aligned! Now on to doing the rest... :P

EDIT: I removed that weird roof and in place of it I added guess what:
Image

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 7:31 pm
by Red_Fist
The skybox has got to go, be nothing but problems unless you can make a mesh of the terrain or a BSP terrain brush that is not a part of the BSP outside subtract box.

It crashes once you mess with lighting inside, vertex not connected, with a traditional skybox the map would still be ok, since you can make a wall around the play area so people won't see the bottom of the skybox.

Skybox needs redoing, or a whole new one, plus it's pretty big, it could be done much better. Until that is fixed I wouldn't mess with anything else.

The other depressing thing (for me) is not being able to enter buildings. so you would need to hollow out a bunch of things,

And first off, change all the semisolids to solid before you even think on editing this thing and separate all polys. Change some back AFTER you add other brushes, or after whole map being completed, or it will be a total collision HOM nightmare and being it is a large map. (can of worms)

I might make something, throughout time,

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 7:53 pm
by Gustavo6046
Red_Fist wrote:The skybox has got to go, be nothing but problems unless you can make a mesh of the terrain or a BSP terrain brush that is not a part of the BSP outside subtract box.

It crashes once you mess with lighting inside, vertex not connected, with a traditional skybox the map would still be ok, since you can make a wall around the play area so people won't see the bottom of the skybox.

Skybox needs redoing, or a whole new one, plus it's pretty big, it could be done much better. Until that is fixed I wouldn't mess with anything else.
Done!
Image
Don't bother with that black thing over there, it's just a polygon that needs to be lit...
Spoiler
Literally this time. :P After all, literally since I'm out of spores this time.
The other depressing thing (for me) is not being able to enter buildings. so you would need to hollow out a bunch of things,
Will do that once I finish the basics (outside).
And first off, change all the semisolids to solid before you even think on editing this thing and separate all polys. Change some back AFTER you add other brushes, or after whole map being completed, or it will be a total collision HOM nightmare and being it is a large map. (can of worms)
Done ^_^

P.S. Did you mean... can of wormbos?

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 9:06 pm
by Barbie
Red_Fist wrote:And first off, change all the semisolids to solid before you even think on editing this thing
My experience is just the other way: changing brushes from solid to non-solid reduces the probability of BSP errors.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 9:21 pm
by papercoffee
Barbie wrote:
Red_Fist wrote:And first off, change all the semisolids to solid before you even think on editing this thing
My experience is just the other way: changing brushes from solid to non-solid reduces the probability of BSP errors.
Not necessarily, because semis can be cut from everything can you end up with a much bigger mess... invisible walls, invisible gabs into the void and floating HOMs in the air. To find the balance is the complicated part of mapping. Especially a huge map like this one.

Re: Map Edit for anybody

Posted: Wed Sep 21, 2016 9:31 pm
by sektor2111
Result is a single option: After wasting a lot of time here, final result might be garbled driving in no interest. That's true Semisolids dropped through other things might result in a complete trash, also bigger chances due to map size - not that recommended for UT (see default SP Levels).
Not a single time such a giant map (I won't nominate names - was a Christmas theme anyway ) returned No Paths when it was completed due to CPU cycles exhausted for processing it - DevPath went garbled. It's because Unreal Engine was done for Shooter gaming and not other sort of things.
EvilGrins wrote:I love to have back up, I'm very pro-bot.
You are <pro-bot> but I'm <All-Bot>, so to speak games/maps with no A.I. have been removed from my drives used in game-play...
I did not wasted time doing MBot-s for looking at them "reading walls", wtf, news are on TV channels, youtube, etc.

Re: Map Edit for anybody

Posted: Thu Sep 22, 2016 1:16 am
by EvilGrins
Original discussion thread · http://www.destinationunreal.com/module ... highlight=

As you can't see pics there unless you're a member, the map does have a few quirks you really can only see by walking around:
Image
Bit post modern for my tastes...
SilverSound wrote:I'd totally do pathing for it. But I'd probably make it a CTF or assault map. I don't know anything about MH pathing and set up.
There's a big demand for CTF maps where the bases aren't identical. Setting up 2 CTF points across a city/town like this would be very cool.
Red_Fist wrote:it wants to add flash or installers or fix windows BS, I hate mediafire.
I've never had that problem, and I host most of my stuff on mediafire.
sektor2111 wrote:You are <pro-bot> but I'm <All-Bot>
I worry someday you'll make a map where 1 of my bots instead of backing me up will watch a monster killing me, point, and laugh.
Gustavo6046 wrote:that's the biggest map for UT ever! ^_^
I still maintain the largest UT map is CTF-AYetiTV (made by an Australian UT-clan that no longer exists) which is my favorite CTF map even though it has no pathing whatsoever.

One of these days I'm gonna post a request here to see if anyone can path that beautiful monstrosity.
Barbie wrote:Try it at Medor's place.
Interestingly enough, medor got it from me · http://unrealtournament.99.free.fr/foru ... =51&t=3477