CTF-20AC-BloodRush

Tutorials and discussions about Mapping - Introduce your own ones!
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KillRoy1972
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Re: CTF-BloodRush BETA WIP

Post by KillRoy1972 »

Okay..

As for the tools, Still figuring out how to use mapgarbage(any idea which settings are most handy?), but it is true, never used them so far because I did not know such existed. Thanx for pointing it out, and thanx for helping me finding the flaws.

As far as the map goes, I was not completely satisfied with the map itself, so I moved some things and edited some spaces. Still not satisfied with the weapon placement especially the shock riffle, maybe swap the shock with the slime?

Anyway, have a play on it and tell me what you guys thing, all suggestions are welcome.

Shame I can not submit this map for the contest..
Last edited by KillRoy1972 on Thu Oct 10, 2019 11:30 am, edited 1 time in total.
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sektor2111
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Re: CTF-BloodRush BETA WIP

Post by sektor2111 »

MapGarbage I think was my desire for years but no one bothered to do such things. While UT Editor cannot predict paths which you don't need, U227 has that "Proscribed paths" feature (array) if I well recall the name, then I had to write something which Epic could do. But they have written that 45 angle "known issue" instead of doing something accordingly - allow mapper to select evil path and DELETE it. What did UTPG ? Not only not fixing/adding anything, but Editor is completely rammed. This is all about insanity toward changing game structures. So far Navigation for me is more easier than fixing a badly screwed up geometry, if there is something simple toward reporting broken things, that feature can be added for making mapping easier.
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KillRoy1972
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Re: CTF-20AC-BloodRush BETA WIP

Post by KillRoy1972 »

Updated the map to 20AC edition.

Final version released for the 20AC mappack as bonus material.

Download link in first post
Attachments
screenshot4.jpg
screenshot3.jpg
screenshot2.jpg
screenshot1.jpg
Last edited by KillRoy1972 on Sat Dec 14, 2019 3:23 pm, edited 1 time in total.
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sektor2111
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Re: CTF-20AC-BloodRush BETA WIP

Post by sektor2111 »

Quick check report:

Code: Select all

VoidCheck: --- Void placement report ---
VoidCheck: Light497 looks placed into void.
VoidCheck: Light498 looks placed into void.
VoidCheck: Light848 looks placed into void.
VoidCheck: Light849 looks placed into void.
VoidCheck: Light1363 looks placed into void.
VoidCheck: Light1364 looks placed into void.
VoidCheck: Light1365 looks placed into void.
VoidCheck: Light1366 looks placed into void.
VoidCheck: Light1367 looks placed into void.
VoidCheck: Light1368 looks placed into void.
VoidCheck: Light1369 looks placed into void.
VoidCheck: Light1370 looks placed into void.
VoidCheck: Light1371 looks placed into void.
VoidCheck: Light1390 looks placed into void.
VoidCheck: Light1391 looks placed into void.
VoidCheck: Light1392 looks placed into void.
VoidCheck: Light1393 looks placed into void.
VoidCheck: Light1394 looks placed into void.
VoidCheck: Light1395 looks placed into void.
VoidCheck: Light1396 looks placed into void.
VoidCheck: Light1397 looks placed into void.
VoidCheck: Light1398 looks placed into void.
VoidCheck: Flame0 looks placed into void.
VoidCheck: 23 actors look placed into void, check those.
StartingChecks: Map has 16 PlayerStart Actors for team 0.
StartingChecks: Map has 16 PlayerStart Actors for team 1.
ZoningChecker: ZoneInfo24 and ZoneInfo28 share the same zone
ZoningChecker: ZoneInfo24 and ZoneInfo31 share the same zone
ZoningChecker: ZoneInfo24 and ZoneInfo19 share the same zone
ZoningChecker: ZoneInfo24 and ZoneInfo26 share the same zone
ZoningChecker: ZoneInfo23 and ZoneInfo27 share the same zone
ZoningChecker: ZoneInfo23 and ZoneInfo29 share the same zone
ZoningChecker: ZoneInfo23 and ZoneInfo32 share the same zone
ZoningChecker: ZoneInfo23 and ZoneInfo22 share the same zone
ZoningChecker: ZoneInfo23 and ZoneInfo33 share the same zone
ZoningChecker: ZoneInfo28 and ZoneInfo31 share the same zone
ZoningChecker: ZoneInfo28 and ZoneInfo19 share the same zone
ZoningChecker: ZoneInfo28 and ZoneInfo26 share the same zone
ZoningChecker: ZoneInfo27 and ZoneInfo29 share the same zone
ZoningChecker: ZoneInfo27 and ZoneInfo32 share the same zone
ZoningChecker: ZoneInfo27 and ZoneInfo22 share the same zone
ZoningChecker: ZoneInfo27 and ZoneInfo33 share the same zone
ZoningChecker: ZoneInfo31 and ZoneInfo19 share the same zone
ZoningChecker: ZoneInfo31 and ZoneInfo26 share the same zone
ZoningChecker: ZoneInfo29 and ZoneInfo32 share the same zone
ZoningChecker: ZoneInfo29 and ZoneInfo22 share the same zone
ZoningChecker: ZoneInfo29 and ZoneInfo33 share the same zone
ZoningChecker: ZoneInfo19 and ZoneInfo26 share the same zone
ZoningChecker: ZoneInfo32 and ZoneInfo22 share the same zone
ZoningChecker: ZoneInfo32 and ZoneInfo33 share the same zone
ZoningChecker: ZoneInfo22 and ZoneInfo33 share the same zone
Zoning problems or build problems or... portal problems causing zones leaks, or are too many zoneinfo actors with no use. Those "SpecialDamage" things are hacked by my custom CTF controller.
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KillRoy1972
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Re: CTF-20AC-BloodRush BETA WIP

Post by KillRoy1972 »

workig on it.

And what do you mean with
"Those "SpecialDamage" things are hacked by my custom CTF controller.
?
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sektor2111
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Re: CTF-20AC-BloodRush BETA WIP

Post by sektor2111 »

That "K%" won't show because a zone killer is not Pawn Killer - message will look borked. Here SpecialDamage will call some "killer.weapon" and Engine for sure will spit some Accessed None in logs... Because I'm not a "None" lover, these zones are automatically hacked in run-time. This way I keep server clean.
I might expect something done in that UT469.
If anyone has a clue how to manage these things correctly, fix me, I listen and follow any good advice.
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Porch Viking
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Re: CTF-20AC-BloodRush BETA WIP

Post by Porch Viking »

I gave it a quick playthrough. Overall pretty solid. I got specific areas mixed up a couple times, but never had trouble getting to or from the bases.
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KillRoy1972
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Re: CTF-20AC-BloodRush

Post by KillRoy1972 »

UPDATE (26-12)
Fixed the bot issue where the bot got stuk on the ledge and would not jump (top entrance flag room), fixed a giant BSP hole on top of the lift in the blue base (with the wooden plank), also lighten up the map i tiny bit.

Bumped the map to version 4

thanx for testing and I hope hope you guys have fun with the map!

This is the final version. (I think)
Attachments
CTF-20AC-BloodRushV4.zip
(2.5 MiB) Downloaded 16 times
Last edited by KillRoy1972 on Thu Dec 26, 2019 10:25 pm, edited 4 times in total.
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cromy
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Re: CTF-20AC-BloodRush

Post by cromy »

a little bit confusing at the beginning but after some minutes of playing i love it!
Let's rock!
:rocket2:
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