CTF-Valley... need a pather to check something for me.

Tutorials and discussions about Mapping - Introduce your own ones!
Post Reply
User avatar
EvilGrins
Godlike
Posts: 7307
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

CTF-Valley... need a pather to check something for me.

Post by EvilGrins » Sun May 03, 2020 7:33 am

Downloaded a bunch of maps recently, some new and some old. Mostly CTF.

This CTF-Valley seems decently pathed but there's something a little weird about it. Bots on the Blue Team can get to the Red Flag but they never seem able to get back to their own base. They run just outside the Red Base... and get stuck going back and forth endlessly until someone kills them.

This is not a problem the Red Team suffers. Red Team captures the flag just fine.

There's a readme in there, even the guy that mapped it is confused by this. Apparently he couldn't correct the problem.
Attachments
CTF-Valley.zip
(826.86 KiB) Downloaded 15 times
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
OjitroC
Godlike
Posts: 1723
Joined: Sat Sep 12, 2015 8:46 pm

Re: CTF-Valley... need a pather to check something for me.

Post by OjitroC » Sun May 03, 2020 1:20 pm

There seems to be a problem with PathNode34 which may have something to do with it but I'm sure sektor will tell you more.

The playerstarts are unbalanced (2 more for one team) and there are no alternate paths.

User avatar
KillRoy1972
Average
Posts: 75
Joined: Mon Oct 15, 2018 10:37 pm

Re: CTF-Valley... need a pather to check something for me.

Post by KillRoy1972 » Mon May 04, 2020 12:58 pm

would not be surprised if the random bsp cutting is responsible for the bots being confused..
Image

User avatar
papercoffee
Godlike
Posts: 9675
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: CTF-Valley... need a pather to check something for me.

Post by papercoffee » Mon May 04, 2020 1:28 pm

KillRoy1972 wrote:
Mon May 04, 2020 12:58 pm
would not be surprised if the random bsp cutting is responsible for the bots being confused..
This, and the mass on path-nodes.
Oh boy is this map fugly and unbalanced :omfg:

User avatar
EvilGrins
Godlike
Posts: 7307
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: CTF-Valley... need a pather to check something for me.

Post by EvilGrins » Mon May 04, 2020 6:18 pm

papercoffee wrote:
Mon May 04, 2020 1:28 pm
Oh boy is this map fugly and unbalanced
Looking at the dates of the files in the .zip, it's one of the really old maps.

Might be worth it to make this into a mapping project. I like the look of the map, but it could use pathing fixes and maybe some re-texturizing.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

User avatar
OjitroC
Godlike
Posts: 1723
Joined: Sat Sep 12, 2015 8:46 pm

Re: CTF-Valley... need a pather to check something for me.

Post by OjitroC » Mon May 04, 2020 6:48 pm

EvilGrins wrote:
Mon May 04, 2020 6:18 pm
... but it could use ... maybe some re-texturizing.
Only maybe?? :P

Changing the textures could certainly improve the way it looks though, aside from the pathing, possibly the most annoying thing in playing this map is the need to jump in quite a few places when moving around because of the way the BSP is aligned.

User avatar
sektor2111
Godlike
Posts: 4684
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: CTF-Valley... need a pather to check something for me.

Post by sektor2111 » Mon May 04, 2020 7:48 pm

Can you see or you cannot see the bug ?
CanYouSeeThatBug.PNG
Lol readme

Code: Select all

Known bugs              : None
Yeah, no doubts...
Okay, okay, don't look for it... just delete all that full trash content and cause a reborn of Navigation network - it's plain stupid what is here.
11361 reachSpecs ?
Sometimes I don't want to be UE1... Be my guest and check lost connections if you want, I'll create the list with them...
CTFValleycharge.7z
Here is the show...
(64.06 KiB) Downloaded 8 times
Bet house ?
I'll bet that pathing is doable with less than 700 reachspecs...
I found this post by accident looking for some maps which I want to adjust for RX games. I need some testing ground for flight captures. I have only 3 maps so far... and one is duplicated air-only and mixed...

User avatar
sektor2111
Godlike
Posts: 4684
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: CTF-Valley... need a pather to check something for me.

Post by sektor2111 » Thu May 07, 2020 10:02 pm

I lost the bet... with myself
I got 858 ReachSpecs and it do looks navigable. Both teams have scored in different sessions.
I had to setup some AlternatePaths without to insist in testing, Removing some light from void, removing a duplicate zone and a skyzone from void, balancing PlayerStarts (were 12 vs 10). Geometry... :sleep:
I'll PM you the map if you want it - perhaps is place for better...

User avatar
EvilGrins
Godlike
Posts: 7307
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA
Contact:

Re: CTF-Valley... need a pather to check something for me.

Post by EvilGrins » Thu May 07, 2020 10:43 pm

sektor2111 wrote:
Thu May 07, 2020 10:02 pm
I'll PM you the map if you want it - perhaps is place for better...
Please do.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

Post Reply