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[WIP] CTF-3072Treatment

Posted: Fri Sep 30, 2016 12:03 am
by SilverSound
Hello! Renagade prompted me to make a wip thread of the map I made. Thought it would help develop it a bit more than it is.



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Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 12:30 am
by PrinceOfFunky
I like the water pipes, they give the player more choices about which way to take.
I guess the upper platform into the flag room is still a wip. I think the grate that the player can walk through is not the best idea tho, first time I get on there it was like I had to take a choice, like I had to decide if to trying to pass through it or to pass through the main entrance, the idea of one more entrance is good but the fact you have to be sure if it is an entrance or not isn't so good.

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 1:50 am
by SilverSound
PrinceOfFunky wrote:I like the water pipes, they give the player more choices about which way to take.
I guess the upper platform into the flag room is still a wip. I think the grate that the player can walk through is not the best idea tho, first time I get on there it was like I had to take a choice, like I had to decide if to trying to pass through it or to pass through the main entrance, the idea of one more entrance is good but the fact you have to be sure if it is an entrance or not isn't so good.
Sorta the upper platform is supposed to be done but I do see what you mean.


regarding the vent I kinad just assume people will try it and figure it out themselves. I had the though of adding a vent cover on the floor but it would get in the way and be a bit cluncky. Also an issue for bots! Think about the bots!

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 6:21 am
by sektor2111
First measure before testing map is... renaming it. You should know that SPACE used is not a <Welcome> in redirects. I'm gonna check it a bit. Uh... I don't see AlternatePath from any kind.

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 12:38 pm
by SilverSound
sektor2111 wrote: Uh... I don't see AlternatePath from any kind.
I wasn't sure it needed them. Watching a game of all bots shows they are fine. I know you like your apt paths but do you think the map needs them?

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 4:24 pm
by EvilGrins
You should name the map "Fred".

I can practically guarantee there's a shortfall of maps with common names in the title.

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 5:44 pm
by sektor2111
I'll describe my first moments of UT when I was playing being very noobish against higher skilled bots and winning a lot of times. Example: CTF-November playing BLUE. All the time I used a spot for shooting enemy carrier because It was using the same route all time + losing some health at falling. Bot returning with Flag on the same route doesn't make a challenging CTF map, I see (using testing feature) all time used water route, since top route is used only by new spawned Bots. In this case given known shortest route that can be found even with default stock features you can put some AlternatePath in areas not often used for hijacking road back, and then Bot will go that way randomly (CTF based guidance) being less predictable.

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 5:55 pm
by SilverSound
I'll give it a try. You make a good point. Just have to figure out where to put these. Looking at the map in editor shows you a large amount of connected paths.
EvilGrins wrote:You should name the map "Fred".

I can practically guarantee there's a shortfall of maps with common names in the title.
I was thinking of the name "treatment" For the "Water Treatment Plant" Idea. Is that a map already? lol

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 7:18 pm
by OjitroC
SilverSound wrote: I was thinking of the name "treatment" For the "Water Treatment Plant" Idea. Is that a map already? lol
A quick search suggests not, though I do seem to recall that name - perhaps the full map name on the screenshot rather than the .unr name?

Re: [WIP] CTF-(unknown)

Posted: Fri Sep 30, 2016 7:26 pm
by SilverSound
OjitroC wrote:
SilverSound wrote: I was thinking of the name "treatment" For the "Water Treatment Plant" Idea. Is that a map already? lol
A quick search suggests not, though I do seem to recall that name - perhaps the full map name on the screenshot rather than the .unr name?
Treatment it is!

Edit: 100ths post!

Editupdate; New name! CTF-Treatment!

Added altpaths! They are used.

Current bug with defense points. I can't seem to fix them. only one in redbase is working. (in the flag room corner)

Re: [WIP] CTF-Treatment

Posted: Fri Sep 30, 2016 9:47 pm
by darksonny
Could you give some screenshot about your map please? Thanks!

Re: [WIP] CTF-Treatment

Posted: Fri Sep 30, 2016 10:00 pm
by SilverSound
darksonny wrote:Could you give some screenshot about your map please? Thanks!
Thanks for the reminder. I updated the post with pictures.



on an offnote I've noticed pictures don't seem to work too well anymore.

Re: [WIP] CTF-Treatment

Posted: Sat Oct 01, 2016 7:27 am
by sektor2111
SilverSound wrote:Current bug with defense points. I can't seem to fix them. only one in redbase is working. (in the flag room corner)
If you read forum well you will figure problems, if not, you'll mess up.
In Blue Base (and Red Base too) nearby ripper/s, you have a "Defense", I don't know about sanity of a defense with 112 Priority but for sure I don't see NAVIGABLE paths for it LINKED - and "using current locomotion method" - no stupid bCanFly property. If you look well at COMBO > LIFEXIT-LIFTCENTER-LIFTEXIT, you don't have such thing. Those traslocSTART/DEST are part of such things as I already said 100+ times and which they don't work in 2 PIECES, they have to be 3: ENTRANCE > MIDDLE-TRAVEL > EXIT. Majority of addicted mappers are using ENTRANCE and MIDDLE-TRAVEL causing a broken route heading nowhere. Else, if such a point doesn't have a "Reachable" placement it won't be used.

The add-on "problem":
Some MBot type of Bot respond at a friend's call from a bigger range. As long as a friend it's in danger (human included) it will respond at threat by Hunting or Retreating because in state roaming and holding (if I well recall) Bot if doesn't have an enemy will debate an enemy of a friend. In a small CTF area even defender will get busy with enemies around during defending job. MBot uses 1600 UU range for helping a friend with no many conditions while default Bot uses 800 UU if I'm not mistaking.

As Hint: There are not needed so many PathNodes, map is operational will less load.

Re: [WIP] CTF-Treatment

Posted: Sat Oct 01, 2016 10:26 am
by SilverSound
Oh! Thanks for the input sektor. I actually have never used translocation points before so no wonder I was using thwm wrong! They were actually working in ued2.1 but that was because of forced pathes. (2k4 method)

I'm probably going to look for another way up there.

There are 3 defence points in each base and only 1 on the whole map works.

Re: [WIP] CTF-Treatment

Posted: Sat Oct 01, 2016 6:21 pm
by sektor2111
According to Bot code related to defending job. Bot uses to defend a flag based on some nearby area with some visibility to this object in cause else it tries another one (defencepoint/ambushpoint - yes, this works well too) available. It is very advisable to guard flag with visual contact else carrier can use other route and defender goes useless. In some maps which I was playing I did not see to much defense, however, Bot on duty will guard flag directly wandering around it.