nogardilaref wrote:Well, regardless of whom make it in time or not, and perhaps to focus the efforts where they are really needed, I have one suggestion:
the map released for the contest, for evaluation purposes within the deadline, shouldn't be the final version of the map.
As noticed in other releases, maps will probably have problems to fix, and we shouldn't let a "contest" to dictate a final map pack with broken maps which could have been fixed, or mostly fixed.
Since in the end the maps will be released as a mappack, resulting from the contest, I think the release to submit to the contest itself should be labeled as such with some kind of prefix.
I don't know what that prefix would be, but maybe something like "-ENTRY".
Then, after the deadline, upon feedback and even what you already know might be broken, you could simply fix it up so then UnrealGecko could assemble the final pack with map versions which should actually work well, and these are the ones which should have the final map name as intended.
Those are Pathing issues NOT BOT issues. Default PathNode is mainly Skaarj stuff - fat ass pawns so to speak. For Bots you can do some tweaks and nothing is getting hurt.ExpEM wrote:Known Bugs: Some minor pathing issues with Bots looping. Damn you Bots damn you.
Known Features: With higher player counts players maybe frequently telefraged (adds to the chaos).
ExpEM wrote:Known Features: With higher player counts players maybe frequently telefraged (adds to the chaos).
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