CTF-Kingdoms has pathing on it, but it's not very good. Bots never get to the other side, in defense opinions they don't so much wait as constantly run in place, and nothing really works that well.
This is not entirely surprising as the mapper apparently is not a big fan of bots, although it's a great map. Used to play it online a lot in the early 2000's. Once i had it I started editing it before I realized it wasn't that great for bots.
Download original version here:
https://unrealarchive.org/maps/unreal-t ... 6d1bd.html
This map is fairly dark and it's got other issues too, but the pathing is the main thing.
Kingdoms, CTF pathing request
- EvilGrins
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Kingdoms, CTF pathing request
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Kingdoms, CTF pathing request
Is the Kingdoms_Modified version any better as regards pathing? Then there's CTF-Kingdoms][ in which the maker has used the bases from Lava Giant, so it's not exactly the same as the other 'Kingdoms'.
A few things to note and address
A few things to note and address
sektor's MapGarbage wrote: Duplicated: Brush165 was found 2 times.
Duplicated: Brush166 was found 2 times.
Duplicated: Brush167 was found 2 times.
Duplicated: Brush172 was found 2 times.
Duplicated: Brush173 was found 2 times.
Duplicated: Brush174 was found 2 times.
Duplicated: Brush175 was found 2 times.
Duplicated: Brush179 was found 2 times.
Duplicated: Brush181 was found 2 times.
Duplicated: Actors might be removed by using subsequent bTryFixDuplicates set to True.
Duplicated: Operation recommended in another clean editing session with both values set True.
Duplicated: Found 9 duplicated Actors.
VoidCheck: --- Void placement report ---
VoidCheck: Light25 looks placed into void.
VoidCheck: Light6 looks placed into void.
VoidCheck: Light7 looks placed into void.
VoidCheck: Light40 looks placed into void.
VoidCheck: Light47 looks placed into void.
VoidCheck: Light48 looks placed into void.
VoidCheck: Light51 looks placed into void.
VoidCheck: Light55 looks placed into void.
VoidCheck: Light111 looks placed into void.
VoidCheck: Light149 looks placed into void.
VoidCheck: Light156 looks placed into void.
VoidCheck: Light157 looks placed into void.
VoidCheck: Light160 looks placed into void.
VoidCheck: Light165 looks placed into void.
VoidCheck: 14 actors look placed into void, check those.
DefenseChecks: Map has 8 DefensePoint Actors for team 0.
DefenseChecks: Map has 0 DefensePoint Actors for team 1. Check if this is wrong.
- EvilGrins
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Re: Kingdoms, CTF pathing request
I'm not sure, haven't tried that one.
CTF-Kingdoms][ is a hybridization of CTF-Kingdoms & CTF-LavaGiant, CTF-Kingdoms][ is 1 of my favorite CTF maps and I've edited it a couple times, currently finishing up another edit of it.
Like I said, this map needs a lot of work.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Kingdoms, CTF pathing request
Update on CTF-Kingdoms_Modified.unr - it seems to have the same number of pathnodes, etc and the pathing probably hasn't changed. The map does include a number of monsters - Queens, Titans, brutes, devilfish etc - this seems to be the major difference.
- EvilGrins
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Re: Kingdoms, CTF pathing request
Found a lot of CTF maps lately, mostly made from the folks at RoseBum, that have monsters on them. Been toying on edited those by replacing the monsters by whatever team side they're on with TeamMonsters.
Even this non-modified one in this post has monsters on it.
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Kingdoms, CTF pathing request
It looks like original DevPath it's supporting this map... hmm... maybe worth some party even if in this open area skilled bots at a big ping are not exactly a small quantity...