I would go for getting textures from such generator and animating in another MyLevel texture instead of using a generator spreading actors in map and making garbage collector to process more data in a default game/server.spookyrockjaw wrote: If someone can tell me how to use a smoke generator I would add some misty fog at the bottom of the waterfall.
CTF-Rio Na Pali (BETA 2)
- sektor2111
- Godlike
- Posts: 6412
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: CTF-Rio Na Pali (BETA 2)
- sektor2111
- Godlike
- Posts: 6412
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: CTF-Rio Na Pali (BETA 2)
The conclusion so far.
"Cloudy-day" version - that bad looking one - will probably have a go soon as long as the "beta2" redone version is just killing pawns - Monster Gaming Server it's using Warlords, Mantas and such, and then flying in a kill-zone it's not a good practice. You did a good trick at vials, but I've added more AlternatePaths, MBots which I'm using have capability of sorting an AlternatePath by themselves using an internal method so the most of maps with AlternatePaths are just a very good thing.
Aside Bot Note toward AlternatePath and Flag taken.
Bot is oriented in a way back using ANY AlternatePath if has "bTwoWay". Now... I don't know if these are automatically hacked in run-time by engine - like it does with CTF-Coret specific borks, or they have to be set like that during mapping task. It's good to know that such Alt.Paths can be used at returning with Flag by ANY team.
"Cloudy-day" version - that bad looking one - will probably have a go soon as long as the "beta2" redone version is just killing pawns - Monster Gaming Server it's using Warlords, Mantas and such, and then flying in a kill-zone it's not a good practice. You did a good trick at vials, but I've added more AlternatePaths, MBots which I'm using have capability of sorting an AlternatePath by themselves using an internal method so the most of maps with AlternatePaths are just a very good thing.
Aside Bot Note toward AlternatePath and Flag taken.
Bot is oriented in a way back using ANY AlternatePath if has "bTwoWay". Now... I don't know if these are automatically hacked in run-time by engine - like it does with CTF-Coret specific borks, or they have to be set like that during mapping task. It's good to know that such Alt.Paths can be used at returning with Flag by ANY team.
- EvilGrins
- Godlike
- Posts: 9736
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: CTF-Rio Na Pali (BETA 2)
Review of the BETA (didn't know BETA-2 was out):
· Good balance, bots use all the areas.
· Multiple ways to get to the flags, bots use them all.
· Bots don't use the bottom river-access often but do sometimes.
· That it's a BOX-map isn't readily apparant from within the playable areas.
· Good flow, good music, great playing.
· Good balance, bots use all the areas.
· Multiple ways to get to the flags, bots use them all.
· Bots don't use the bottom river-access often but do sometimes.
· That it's a BOX-map isn't readily apparant from within the playable areas.
· Good flow, good music, great playing.
screenshots
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- sektor2111
- Godlike
- Posts: 6412
- Joined: Sun May 09, 2010 6:15 pm
- Location: On the roof.
Re: CTF-Rio Na Pali (BETA 2)
Confusing a bit.EvilGrins wrote: · Multiple ways to get to the flags, bots use them all.
· Bots don't use the bottom river-access often but do sometimes.
Additional AlternatePath are always good improving all ways.
- EvilGrins
- Godlike
- Posts: 9736
- Joined: Thu Jun 30, 2011 8:12 pm
- Personal rank: God of Fudge
- Location: Palo Alto, CA
- Contact:
Re: CTF-Rio Na Pali (BETA 2)
I was sleepy!sektor2111 wrote:Confusing a bit.EvilGrins wrote: · Multiple ways to get to the flags, bots use them all.
· Bots don't use the bottom river-access often but do sometimes.
Additional AlternatePath are always good improving all ways.
The bots do use all paths but they prefer going at the bases from the upper paths, while they do enter from below it's far less than they do above.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
-
- Novice
- Posts: 16
- Joined: Fri Dec 14, 2018 9:54 pm
Re: CTF-Rio Na Pali (BETA 2)
Thanks for your comments EvilGrins.EvilGrins wrote: · Good balance, bots use all the areas.
· Multiple ways to get to the flags, bots use them all.
· Bots don't use the bottom river-access often but do sometimes.
· That it's a BOX-map isn't readily apparant from within the playable areas.
· Good flow, good music, great playing.
The final release will probably be in a couple weeks once I have time to finish the changes I want to make. (What with real life and other responsibilities getting in the way)
From a gameplay point of view it will remain largely the same, the biggest changes being a redesign of the cliff walls around the top of the map which will include a larger upper area on the keg of health side and a couple places where it will be possible to access a slightly higher vantage point.
Also detail to the the bases and relighting across the entire map. More alternate paths. New skybox...
Stay tuned
Thanks for playing!