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

Posted: Sun May 03, 2020 7:33 am
by EvilGrins
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.

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

Posted: Sun May 03, 2020 1:20 pm
by OjitroC
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.

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

Posted: Mon May 04, 2020 12:58 pm
by KillRoy1972
would not be surprised if the random bsp cutting is responsible for the bots being confused..

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

Posted: Mon May 04, 2020 1:28 pm
by papercoffee
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:

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

Posted: Mon May 04, 2020 6:18 pm
by EvilGrins
papercoffee wrote: Mon May 04, 2020 1:28 pmOh 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.

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

Posted: Mon May 04, 2020 6:48 pm
by OjitroC
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.

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

Posted: Mon May 04, 2020 7:48 pm
by sektor2111
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 12 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...

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

Posted: Thu May 07, 2020 10:02 pm
by sektor2111
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...

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

Posted: Thu May 07, 2020 10:43 pm
by EvilGrins
sektor2111 wrote: Thu May 07, 2020 10:02 pmI'll PM you the map if you want it - perhaps is place for better...
Please do.