CTF-AMC-FastandW00tabulous3 FINAL

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CTF-AMC-FastandW00tabulous3 FINAL

Postby KillRoy1972 » Sun Dec 09, 2018 12:52 pm

CTF-FastandW00tabulous - Phase 3

Final version entry for the AMC 2018

Have fun!!

(yes, there is a donwload link, just look for it! :wink: )

(so i forgot to add a AMC logo in the map, so i Did include one on late notice. please delete any former downloaded final version of the map, as this one is the correct one)
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Re: CTF-AMC-FastandW00tabulous3 FINAL

Postby sektor2111 » Fri Jan 04, 2019 8:13 pm

Editor.log wrote:CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 30 pieces.
CTFReport: For Team 1 = 0 pieces.
This is NOT final. Only team 0 has good A.I. ?
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Re: CTF-AMC-FastandW00tabulous3 FINAL

Postby FraGnBraG » Fri Jan 04, 2019 9:56 pm

sektor2111 wrote:
Editor.log wrote:CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 30 pieces.
CTFReport: For Team 1 = 0 pieces.
This is NOT final. Only team 0 has good A.I. ?


My guess he forgot to set the Team property for blue team... :noidea
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Re: CTF-AMC-FastandW00tabulous3 FINAL

Postby EvilGrins » Sat Jan 05, 2019 1:49 am

Maybe he just really dislikes the blue team.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: CTF-AMC-FastandW00tabulous3 FINAL

Postby sektor2111 » Sat Jan 05, 2019 9:59 am

It's not really important what it's disliked here or not, some patch plugin which I might write for this map can set things before first second (when first Bot is entering) and then all "HATE" against blue team will go vaporized because this is not a fair setup. But first I need to figure if worth adding into Monster ground, else it's helpful to figure what kind of effects are produced at cleaning map by some data, experimenting, learning, etc.
We have a newer XC feature for cleaning map by various references which I'm probing, I'm also cleaning some useless data stored in navigation network. So far without deleting anything I removed 6 KB in a few seconds. I believe more data can be discarded as long as a PathNode linked with FlagBase has no purpose like in other spots useless over-loaded.

Self note for other cases not here:
FlagBase is a NavigationPoint which doesn't need any "support", all of these are probably useless if are located over ground at more than 78 UU - I might be convinced that this is "UnReachable" boundary in UE1 terms.
Logic is: Bot/Player has 39 UU collisionheight × 2 = 78 UU. At 80 UU height from ground this point cannot be "taken" because ground units won't levitate and then a network scan operated from another spot won't show any route.
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Re: CTF-AMC-FastandW00tabulous3 FINAL

Postby KillRoy1972 » Thu Jan 10, 2019 1:59 pm

So yeah, my bad.. Always thought if you left the alternate paths to default, all bots will use it equally..

Guess I was wrong on that one, and fixed it to make the bot matches more balanced.

I have renamed the map to final, just in case it will confict with the already downloaden version..
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