CTF-20AC-BloodRush BETA WIP

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KillRoy1972
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CTF-20AC-BloodRush BETA WIP

Post by KillRoy1972 » Wed Jul 17, 2019 1:43 pm

Need some beta testing, and suggestions for the map to be submitted as bonus material for the 20AC mappack

overall suggestions are also welcome..

UPDATE:

Updated to BETA 10 (nov 30th)

Updated overall aesthetics, opened up the flag room some more, some minor internal stuff, smoothed out some both paths..

Test for BSP holes, HOM effects and overall gameplay!

Thanx!
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Last edited by KillRoy1972 on Sat Nov 30, 2019 6:26 pm, edited 13 times in total.
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Re: CTF-BloodRush BETA WIP

Post by sektor2111 » Wed Jul 17, 2019 9:01 pm

MapGarbage_tool wrote: CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 15 pieces.
CTFReport: For Team 1 = 15 pieces.
StartingChecks: Map has 16 PlayerStart Actors for team 0.
StartingChecks: Map has 12 PlayerStart Actors for team 1.
...
VoidCheck: --- Void placement report ---
VoidCheck: PathNode4 looks placed into void.
VoidCheck: PathNode13 looks placed into void.
VoidCheck: PathNode21 looks placed into void.
VoidCheck: 3 actors look placed into void, check those.
...
DefenseChecks: Map has 5 DefensePoint Actors for team 0.
DefenseChecks: Map has 7 DefensePoint Actors for team 1.
Optional cleaning
[attachment=0]Fine_tuning.PNG[/attachment]

Playground for me looks good enough, with a bit of tweaking map can take place in a CTF server. I'll do more checking later.
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Fine_tuning.PNG
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Re: CTF-BloodRush BETA WIP

Post by papercoffee » Wed Jul 17, 2019 10:03 pm

Seems to be a very small map ...have to check it tomorrow.

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Re: CTF-BloodRush BETA WIP

Post by UnrealGGecko » Thu Jul 18, 2019 8:14 am

Should finally give it a shot at Saturday or so :tu:
Looking pretty good from the pics.

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Re: CTF-BloodRush BETA WIP

Post by Koolflux » Fri Jul 19, 2019 1:35 am

Looks very nice and plays pretty well too, especially for a small map.
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Re: CTF-BloodRush BETA WIP

Post by KillRoy1972 » Fri Jul 19, 2019 6:51 pm

sektor2111 wrote:
MapGarbage_tool wrote: CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 15 pieces.
CTFReport: For Team 1 = 15 pieces.
StartingChecks: Map has 16 PlayerStart Actors for team 0.
StartingChecks: Map has 12 PlayerStart Actors for team 1.
...
VoidCheck: --- Void placement report ---
VoidCheck: PathNode4 looks placed into void.
VoidCheck: PathNode13 looks placed into void.
VoidCheck: PathNode21 looks placed into void.
VoidCheck: 3 actors look placed into void, check those.
...
DefenseChecks: Map has 5 DefensePoint Actors for team 0.
DefenseChecks: Map has 7 DefensePoint Actors for team 1.
Optional cleaning
[attachment=0]Fine_tuning.PNG[/attachment]

Playground for me looks good enough, with a bit of tweaking map can take place in a CTF server. I'll do more checking later.
Geeze that looks like a mess.. :-P

Anyway, any advice on how to find those void path nodes in a simpel way, I would not know where to look..
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Re: CTF-BloodRush BETA WIP

Post by sektor2111 » Fri Jul 19, 2019 7:35 pm

I've made such mistakes in my past Editor sessions because... I did not have any checker like MapGarbage and no one was helping me, and as you can see I don't even figure to many coders writing real pro things for such tasks and then,... I must work by myself updating that thing constantly. The easiest way for me is 3-5 mouse clicks, firing builder, scrolling to option and hit build button, then checking logged results instead of checking each actor - I think I have to drop out next update.

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Re: CTF-BloodRush BETA WIP

Post by UnrealGGecko » Sat Jul 20, 2019 7:07 am

Aren't they being listed on the search thing (binoculars icon)

My english just broke, completely forgot how it is called.... Derp.

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Re: CTF-BloodRush BETA WIP

Post by sektor2111 » Sat Jul 20, 2019 5:25 pm

Ah, you mean finding them.
Menu -> Edit -> Search For Actors...
Copy-Paste names - select name - hit delete, done.

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Re: CTF-BloodRush BETA WIP

Post by KillRoy1972 » Sat Jul 20, 2019 7:01 pm

sektor2111 wrote:Ah, you mean finding them.
Menu -> Edit -> Search For Actors...
Copy-Paste names - select name - hit delete, done.
yeah, I see it..

So after all these years of playing with the editor, I only just now finding this usefull tool...

:loool:
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Re: CTF-BloodRush BETA WIP

Post by sektor2111 » Sat Jul 20, 2019 11:20 pm

I don't know what to say... because I failed my own maps here and there, I'm sitting down thinking if worth doing remakes, or simply patching them with little adds... Somehow I would like to setup several One-Way type paths in my MH works against that retreating/roaming random habit, for developing an aggressive attack...

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Re: CTF-BloodRush BETA WIP

Post by KillRoy1972 » Sun Jul 28, 2019 10:35 am

Just a small update abou the map..

Fixed mentioned things.

Did some working on the cosmetics of the map, looks a bit different, but I think it is a better 'look'. Still working on the lensflares.

Added a new path from and towards the flagroom and rocketlaunger room where you can find the suitbelt.

added invisibilioty where the suitbeld was originally located..

Some minor tweaking with the health and ammo placement..

Will releaase it shortly when i finished with those darn lensflares, I hate those things!
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Re: CTF-BloodRush BETA WIP

Post by EvilGrins » Sun Jul 28, 2019 5:16 pm

How's the bot pathing?
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Re: CTF-BloodRush BETA WIP

Post by KillRoy1972 » Sun Jul 28, 2019 7:52 pm

EvilGrins wrote:How's the bot pathing?
Fine, bots are jumping crate to crate, but cant seem to get this liftjump thing working. it seems it is just a kicker that will make the bots jump when the touch the actor.
Not usable because it will kick every bot that touch it, no matter where they come from. The liftjump actor is not connectable to the lift or such. Also, you can not edit the jump angle, it is random..

Oh well, Does not really matter, the bots will use the ttranslocator or jumpboots to get to the higher spots if they want to..
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Re: CTF-BloodRush BETA WIP

Post by sektor2111 » Mon Jul 29, 2019 6:00 am

Kicker code is not the right thing to do. In MBot another actor is taking place making pawn to jump from lifts with a good successful rate - only in XC environments, the same actor is managing travel in horizontal platform lifts, jumping over knee obstructions, etc. Lifts usually are bidirectional and this should be taken in account.

Next: LensFlares I believe are myths in UT unless you do something yourself - else you want Coronas. Some of those bool variables are there for nothing, Epic did not manage to finish their programming in this UT. bActorShadows bLensFlare aren't doing anything as far as I know.

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