request for fix a ctf map
request for fix a ctf map
Hi all
I've found this interesting ctf map, I played it and seems not as classic "gold" map as the maps done by people like the fot or similar good mappers, but it plays barely well, not perfect but fine. Its called ctf-double-x. Previously before writing here this request I tried to contact original author but his email is missing or inactive so I couldn't ask for a fix of this map.
The problem seems reliyng on a sort of invisible blocking located in the lower walkway (from blue side) from the mid of this map, you try to enter to this walkway or viceversa, try to get out to go at the blue side of the map. This causes you cant go though at, even if you try to shoot in that way the bullets (or rockets, or flak shell or whatever) all they got blocked by that invisible wall or somethin' tha t could be.
There is the area, lower walkays section, from blue side, you can see, im near this limit, Im about to enter this little walkways targeted to that door, I cant pass it: This is the map: Dependencies needed: I ask to someone is interested, could you try to fix this issue only to get the map fully playable at all levels without any problem, please? You dont have to do any changes on it.
Thanks!
I've found this interesting ctf map, I played it and seems not as classic "gold" map as the maps done by people like the fot or similar good mappers, but it plays barely well, not perfect but fine. Its called ctf-double-x. Previously before writing here this request I tried to contact original author but his email is missing or inactive so I couldn't ask for a fix of this map.
The problem seems reliyng on a sort of invisible blocking located in the lower walkway (from blue side) from the mid of this map, you try to enter to this walkway or viceversa, try to get out to go at the blue side of the map. This causes you cant go though at, even if you try to shoot in that way the bullets (or rockets, or flak shell or whatever) all they got blocked by that invisible wall or somethin' tha t could be.
There is the area, lower walkays section, from blue side, you can see, im near this limit, Im about to enter this little walkways targeted to that door, I cant pass it: This is the map: Dependencies needed: I ask to someone is interested, could you try to fix this issue only to get the map fully playable at all levels without any problem, please? You dont have to do any changes on it.
Thanks!
- EvilGrins
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Re: request for fix a ctf map
Can you access the other side of that path from anywhere else on the map?
Is that the only way over there??
Are the 2 bases identical, if so is there that same obstruction in the Red Base???
Is that the only way over there??
Are the 2 bases identical, if so is there that same obstruction in the Red Base???
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: request for fix a ctf map
On lower redwalkways I can pass through it without problem, and yes the arch is identical...
Re: request for fix a ctf map
Yes, that’s a pain - the only slight positive is that the invisible wall doesn’t go right across that walkway and it is possible to get past it to the right - but it would be good if someone could fix it as it’s a 'nice' map and well worth playing.
Re: request for fix a ctf map
Seems nobody is interested in ficing this map, I dont know doing maps, how I could fix it by myself, anyone could give me some suggestion please?
Re: request for fix a ctf map
- First thing I would do is making it possible to get to the location fast. Either deactivating all PlayerStarts and add one close to that location or use two teleporters. Then I'd rebuild the map and check.
- Change some solid brushes nearby to semi solid, rebuild and check.
- Add a complex (spherical for example) subtractive brush nearby, rebuild and check.
- Also changing brushes far away from that location can change that obstacle.
- Also Movers nearby can cause such effect.
- Replace complex brushes by right angled/easier ones.
- Use BSP Cuts view to see what causes BSP cuts.
<EDIT>
I just had a look at that map, and after a rebuild the obstacle at LiftExit11 has vanished. Maybe it is at another location now.
If you fix that map you could have a look at these points, too:
Spoiler
Brush1014 and Brush1017 are congruent
Brush1015 and Brush1016 are congruent
Brush946 and Brush364 are congruent
Brush947 and Brush948 are congruent
Brush950 and Brush413 are congruent
Brush915 and Brush972 are congruent
Brush994 and Brush995 are congruent
Brush1004 and Brush1005 are congruent
Brush1007 and Brush1009 are congruent
Brush598 and Brush601 are congruent
Brush599 and Brush600 are congruent
Brush651 and Brush654 are congruent
Brush652 and Brush653 are congruent
Brush657 and Brush703 are congruent
Brush708 and Brush709 are congruent
Brush710 and Brush711 are congruent
Brush712 and Brush713 are congruent
Brush714 and Brush715 are congruent
Brush244 and Brush247 are congruent
Brush245 and Brush246 are congruent
Brush93 and Brush96 are congruent
Brush1131 and Brush1132 are congruent
Brush1143 and Brush1144 are congruent
Brush1145 and Brush1146 are congruent
Brush1147 and Brush1148 are congruent
Brush1210 and Brush1211 are congruent
Brush1222 and Brush1223 are congruent
Brush1224 and Brush1225 are congruent
Brush1226 and Brush1227 are congruent
PathNode383 is placed in the void
PathNode92 is placed in the void
Brush1015 and Brush1016 are congruent
Brush946 and Brush364 are congruent
Brush947 and Brush948 are congruent
Brush950 and Brush413 are congruent
Brush915 and Brush972 are congruent
Brush994 and Brush995 are congruent
Brush1004 and Brush1005 are congruent
Brush1007 and Brush1009 are congruent
Brush598 and Brush601 are congruent
Brush599 and Brush600 are congruent
Brush651 and Brush654 are congruent
Brush652 and Brush653 are congruent
Brush657 and Brush703 are congruent
Brush708 and Brush709 are congruent
Brush710 and Brush711 are congruent
Brush712 and Brush713 are congruent
Brush714 and Brush715 are congruent
Brush244 and Brush247 are congruent
Brush245 and Brush246 are congruent
Brush93 and Brush96 are congruent
Brush1131 and Brush1132 are congruent
Brush1143 and Brush1144 are congruent
Brush1145 and Brush1146 are congruent
Brush1147 and Brush1148 are congruent
Brush1210 and Brush1211 are congruent
Brush1222 and Brush1223 are congruent
Brush1224 and Brush1225 are congruent
Brush1226 and Brush1227 are congruent
PathNode383 is placed in the void
PathNode92 is placed in the void
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: request for fix a ctf map
Barbie wrote: ↑Fri May 08, 2020 3:15 pm ....
I just had a look at that map, and after a rebuild the obstacle at LiftExit11 has vanished. Maybe it is at another location now.Spoiler
If you fix that map you could have a look at these points, too:Hey Barbie, thanks for this heads up I located the lifexit11 node then set and then rebuild all again, and as you told its gone no more rare invisible wall here. Thanks!Spoiler
Brush1014 and Brush1017 are congruent
Brush1015 and Brush1016 are congruent
Brush946 and Brush364 are congruent
Brush947 and Brush948 are congruent
Brush950 and Brush413 are congruent
Brush915 and Brush972 are congruent
Brush994 and Brush995 are congruent
Brush1004 and Brush1005 are congruent
Brush1007 and Brush1009 are congruent
Brush598 and Brush601 are congruent
Brush599 and Brush600 are congruent
Brush651 and Brush654 are congruent
Brush652 and Brush653 are congruent
Brush657 and Brush703 are congruent
Brush708 and Brush709 are congruent
Brush710 and Brush711 are congruent
Brush712 and Brush713 are congruent
Brush714 and Brush715 are congruent
Brush244 and Brush247 are congruent
Brush245 and Brush246 are congruent
Brush93 and Brush96 are congruent
Brush1131 and Brush1132 are congruent
Brush1143 and Brush1144 are congruent
Brush1145 and Brush1146 are congruent
Brush1147 and Brush1148 are congruent
Brush1210 and Brush1211 are congruent
Brush1222 and Brush1223 are congruent
Brush1224 and Brush1225 are congruent
Brush1226 and Brush1227 are congruent
PathNode383 is placed in the void
PathNode92 is placed in the void
But when I go to play again I noticed this black hole (in UED you can see throught below as being something transparent, see picture attached here: I walk (in the lower walkways) in the red side, next to the big doors that enters directly to flagbase (crossing from tunnel) with no problem but...if I try to go to the blue side, by exiting from red flagbase via that same door, I got stuck (I cant walk but I can jump over that "obstacle" and keep going toward blue base normally). Was this cause by the rebuild or its a failure desing or...? How can I solve this? Anyway does not affect fully the gameplay at all but, could be annoying for player experience's first time.
Thanks again!
- sektor2111
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Re: request for fix a ctf map
There are other things in account. Some of those TranslocDest actors have lousy placement, I can see this without to get mad looking what Bot does there...
PathNodes beyond ledges are a nonsense too...
So far I removed a lot of them. Other translocdest should get connected with a TranslocStart not a LiftExit because Bot won't get anything in such spot, and so on... bad angled paths...
PathNodes beyond ledges are a nonsense too...
So far I removed a lot of them. Other translocdest should get connected with a TranslocStart not a LiftExit because Bot won't get anything in such spot, and so on... bad angled paths...
Last edited by sektor2111 on Fri May 08, 2020 11:52 pm, edited 1 time in total.
Re: request for fix a ctf map
It could well be caused by the rebuild - trouble is solving that could cause other problems.[quote=darksonny wrote: ↑Fri May 08, 2020 5:06 pm]Was this cause by the rebuild or its a failure desing or...? How can I solve this?
Note also
CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 0 pieces.
CTFReport: For Team 1 = 0 pieces.
VoidCheck: --- Void placement report ---
VoidCheck: PathNode92 looks placed into void.
VoidCheck: PathNode383 looks placed into void.
VoidCheck: 2 actors look placed into void, check those.
StartingChecks: Map has 10 PlayerStart Actors for team 0.
StartingChecks: Map has 10 PlayerStart Actors for team 1.
DefenseChecks: Map has 4 DefensePoint Actors for team 0.
DefenseChecks: Map has 0 DefensePoint Actors for team 1. Check if this is wrong.
Re: request for fix a ctf map
Put a (steel) box on it. Mappers often "repair" their maps in this way.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
Re: request for fix a ctf map
It is only meant to cover that error. In UnrealEd select View -> Actor Class Browser > Decoration > SteelBox and click in the map where you want to cover that black hole. (Because of CTF I'd do the same on red side.)
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
- UnrealGGecko
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Re: request for fix a ctf map
Ah the joys of mapping, if ye can't fix it, cover it up with boxes and stuff
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my small spec of files at Google Drive
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Re: request for fix a ctf map
Brush1240 is the issue. Not sure why but it's causing a hom beneath the walkway that extends to the upper area and blocks the way. A quick and dirty fix is to make said brush semisolid and rebuild.
I did not check pathing or pathnodes. This is a quick fix that still requires *all* other files.
I did not check pathing or pathnodes. This is a quick fix that still requires *all* other files.
- sektor2111
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