Readme included. It has botsupport
Secret areas are also in the map and ofc a few giant fishies. I hope you like it
A secret underground base which has long been abandoned. Water often seeps in making the big cave in the middle a habital spot for dangerous fish.
Measures have been taken to regulate the water from the bases.
Reason: Will fix some stuff
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Metalfist wrote: Needless to say I won't be working on this any further. Readme included. It has botsupport
That lower area has no routes out and nodes are Wrong placed over water surface - even if a Bot wants to run away it won't do that... Too bad that you don't want to finish it...OjitroC wrote:and the giant fish are a very appropriate 'trap'
And then Pathnode92 and PathNode93 are not like they are following rules. All external reachSpecs connections are heading to them but NOTHING goes from them to teleporters, it's indeed a trap... and then PathNodes are way useless if are not heading anywhere.Polge wrote: PathNodes for the bots to use while swimming must be in the water. Placing paths above the water's surface will result in bots bobbing at that spot, attempting unsuccessfully to levitate to the PathNode's location.
MapGarbage wrote: CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 0 pieces.
CTFReport: For Team 1 = 0 pieces.
Shieldbelt is forbidden for Bots ? Why ?
Design = Great. If game looks like has a good flow perhaps I'll write some patch files - or patch file (Server-Side corrections).
First goal for CTF in such a patch plugin would be removing big DevilFish because it's useless. Reminder for everyone: We can telefrag pawns in CTF - CTF is a game using translocator after all... Next point is lowering nodes and connecting them to teleporters, spawning AlternatePaths and connecting them into Network. Adding a few additional PlayerStart actors ? Turning doors into Lifts.
Edit: more lolzing
DefencePoint actors are also miss-balanced, we have a red defense in blue base, to not forget that some of them are turned with face at walls, Bot will read some virtual letters on walls while is defending. I don't know what's the entire deal with "lifts" but their tag doesn't match COMBO navigation string "LiftTag" - only one lift is set almost correctly (said almost because like I said... ALL are doors).
To summarize: map is rushed and not finished. Excuse my question to hands-clappers: In a map it's only about texturing spree and the rest of parameters usable in UE1 doesn't matter at all ?
As for the big fish, I allow them to be killed, it's a gimmick in the map. It's more or less an inside joke, just for fun.
There are also small biter fish in there.
Maybe you want to fix the following also:Metalfist wrote:will try to fix my mistakes
Light252 occurs 2 times
Light253 occurs 2 times
Light300 occurs 2 times
Brush80 has none default bHiddenEd=True (disabled Group "Cube")
Brush84 has none default bHiddenEd=True (disabled Group "Cube")
Light174 is placed in the void
Light177 is placed in the void
Light186 is placed in the void
Light188 is placed in the void
Light242 is placed in the void
Update: Added Alternate paths, adjusted defense points, added jump/tele spots (also for shieldbelt), lifts don't have an identity crisis anymore, struggling with some pathnodes (bots like to take the jumpboots and go back in the base)
Woow, I admit that I did not check duplicates, my fault - MapGarbage might fix them as well if are not Navigation related assets. In normal conditions a map was fixed successfully in 3 seconds or more depending on my mouse-handling speed and/or mental state... This task requires a bit of attention and it's a single job to do in ONE session saving a map cleaned as a copy and closing Editor, no checks and nothing else should be done in that session.
Edit: Yes, MapGarbage version February 24 2019 can solve duplicates problem used according to instructions (I had to read them as well because I forgot strategy used at fixing... ).
Gulp... Brush80 and 84 are Left-Over Copy-Paste junks - I have to consider these as a "heads up" for myself.
Hm I wonder how that happened? It wasn't from copying over the blue side, but maybe from copying the light...?
Apparently the duplicate light300 was the duplicate light49 before (1 base built (red))
Light252 -> Light16
Light253 -> Light12
If that helps in any way...
The blue base doesn't have it
In mean-time I spent a while here. Some Pipe9 and Pipe15 (if I well recall) are simple blocking Ways around vials ramps nearby bases. This is not only a Bot crap but it's frustrating even for human player.
Light242 mentioned by Barbie into void do seems to have a good purpose else sniper spot will go dark, that one can stay around.
More PlayerStarts = more surprises, good game with Bots but is not that difficult, is easy to evade from a route to another fooling them, but it's fun.
30 AlternatePaths seems to help in randomization but... maybe I don't have to spend 3 months at optimization. I think I'll write some stuff for original AlternatePath actors, I'm thinking if it has to be a Mapping actor or... a mutator... . With such thing even if map has AlternatePath with a low or too high SelectionWeight, doesn't matter, game will gain a more dynamic flow.
AFAIK a Light placed in the void will not emit any light.sektor2111 wrote:Light242 mentioned by Barbie into void do seems to have a good purpose else sniper spot will go dark, that one can stay around.