CTF-SanctumRedux

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dixEEh
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CTF-SanctumRedux

Post by dixEEh »

Hi!

CTF-Sanctum. A map that was nearly completed, but the flag room was superbasic when i released it back in 2012.

It's been a while. But I've picked up where i left off as i knew that the flagroom was super basic in the initial release.
I cracked my brain over it and came up with an final concept, adding a new portion and some tweaks to the existing map.

CTF-SanctumRedux

A Quake styled CTF map primairly build for NWCTF, but will suit classic style Instagib CTF games perfectly! As it has multiple routes, high grounds, mover & Jumppads that let you jump and/or shortcut for an extra fast and versatile gameplay.
Best played with 8-12 players, so might be an great addition to the maprotation of the #PUG games.

I hope you guys enjoy it, and would love to see it kicking and alive on servers.
Whenever you encounter issues and/or has suggestions. Let me know!

Download it!

Mirror's are appreciated

Readme
Spoiler
================================================================
Title : Santcum
Version : 2.0
Release Date : INITIAL 29/12/2012 | REDUX 05/07/2020
Filename : CTF-Sanctum.rar
Author(s) : Martijn "dixeh" Kooij
Email Address : martijn_kooij@live.nl
Web Page : http://www.mk-f.nl
Description : Quake styled CTF map. Features fast and dynamic gameplay. Contains alternative routes, high ground, and jump movers to make the game as interesting as possible.
Other levels by author : too many
Additional Credits to : FnB & Tom Cat for betatesting
================================================================
--- Play Information ---
Game : Unreal Tournament
Level Name : CTF-Sanctum
Player Count : 8-16
Bot Support : Yes, including defensive spots.
Single Player : Yes (Bot Match)
Multiplayer : Yes
Capture The Flag : Yes
New Sounds : No
New Textures : Yes (SafeQuake, Splendor)
NewUnrealScript : Yes
External DLLs : No
Known bugs : Bots tend to get stuck around movers. Tried many hours to fix this, but they just dont get it...

--- Construction ---
Editor(s) used : UnrealEd v2.0
Base : Scrap
Construction Time : INITIAL - Aprox. 45 hours spreaded over 6 months. REDUX - Aprox. 12 Hours excluding faultfinding.


Installation
------------
Unzip the files and place them into your unrealtournament installation folder.
Double-click CTF-SanctumRedux.unr to run the map. Or just select it in your map list. Alternatively, run
the game, pull up the console (~) and type in "open CTF_SanctumRedux".

Extended description:
--------------------

Quake styled map that contains alternative routes, high-grounds, and jump movers for an extremely dynamic gameplay. Mainly build for Instagib CTF, but supports Normal Weapons as well. The cap time is aprox. between
25 to 60 seconds on this map, but that depends on what route you take. Bots are fully supported, including defensive points. Best played with 8-12 players.


Author's Notes
--------------
Martijn 'dixeh' kooij was born at 29/08/1989.
Started playing UT in 1999, and created his first map in 2000.
He has been on and of the scene for several times now, with an break between 2009 - 2012 and 2013 - 2020.
This is the first map he released since he took an break from UT.

Lightning is basic and could be done better but it's perfect for gameplay as it is.

Copyright / Permissions
-----------------------
This level is copyrighted by Martijn 'dixeh' kooij 2020©

Authors may use this level as a base to build additional levels ONLY if
they gives detailed credits to me (e.g. you can use parts of this map as a
secret zone in your levels, but you must add to the credits:
" Additional parts originaly by Martijn 'dixeh' kooij ").

You are NOT allowed to commercially exploit this level, i.e. put it on a CD
or any other electronic medium that is sold for money without my explicit
permission!

You MAY distribute this level through any electronic network (internet,
FIDO, local BBS etc.), provided you include this file and leave the archive
intact.

----------------------
UNREAL (c)1998 Epic Megagames, Inc. All Rights Reserved. Distributed by
GT Interactive Software, Inc. under license. UNREAL and the UNREAL logo are
registered trademarks of Epic Megagames, Inc. All other trademarks and trade
names are properties of their respective owners.
Change Notes
Spoiler
----Change Notes----
---- 05/07/2020 ----
- Flagroom has had a complete rebuild
- Added additional routes into the flagroom
- Added one-way escape route from the center arena's high ground
- Fixed minor glitches
- Redone Pathnode (Botsupport)
- Removed "richrig.utx" from the map
- Added swJumppad.u jumpers for better performance
- tweaked some lightnings and textures

----Known Bugs----
Bots might get stuck around the movers. Whatever i try, they just dont seem to get it.
Images (red base only)
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BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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Re: CTF-SanctumRedux

Post by EvilGrins »

Overall, it's a beautiful map. Looks great, no misaligned textures I could see.

I test maps with bots first and they did okay, for the most part, but there were some very clear issues in some spots.

That running bot was stuck running in place up until someone killed him; that's on the Blue Side.
Image
As soon as he was killed, that bot in front of him got stuck running in the same spot.

Defending the Red Base, this bot got stuck on that jump-pad. He would bounce up, turn around and jump back down, and then bounce up again.
Image
He was stuck there until he got killed again.

The jump-pad in the Blue Base doesn't appear to have this issue.

Again on the Blue Side, that bot got stuck running in place.
Image

Also notably there was an unusual amount of use of the transloc, most often from spots that couldn't reach where they were targeting. Not sure what's up with that.
http://unreal-games.livejournal.com/
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OjitroC
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Re: CTF-SanctumRedux

Post by OjitroC »

Looks good - nice and big as well - haven't played it yet but just walked around it.

There's some things you might want to look at, as reported by sektor's MapGarbage tool:

Actors in the void
Spoiler
VoidCheck: HealthVial172 looks placed into void.
VoidCheck: HealthVial173 looks placed into void.
VoidCheck: HealthVial174 looks placed into void.
VoidCheck: HealthVial46 looks placed into void.
VoidCheck: HealthVial60 looks placed into void.
VoidCheck: HealthVial61 looks placed into void.
VoidCheck: InventorySpot206 looks placed into void.
VoidCheck: InventorySpot207 looks placed into void.
VoidCheck: InventorySpot208 looks placed into void.
VoidCheck: InventorySpot247 looks placed into void.
VoidCheck: InventorySpot248 looks placed into void.
VoidCheck: InventorySpot249 looks placed into void.
VoidCheck: 12 actors look placed into void, check those.
Zoning Check
Spoiler
ZoningChecker: LavaZone0 and LavaZone3 share the same zone
ZoningChecker: ZoneInfo11 and ZoneInfo21 share the same zone
ZoningChecker: ZoneInfo11 and ZoneInfo22 share the same zone
ZoningChecker: ZoneInfo11 and ZoneInfo0 share the same zone
ZoningChecker: ZoneInfo11 and ZoneInfo7 share the same zone
ZoningChecker: ZoneInfo11 and ZoneInfo8 share the same zone
ZoningChecker: ZoneInfo30 and ZoneInfo2 share the same zone
ZoningChecker: ZoneInfo31 and ZoneInfo3 share the same zone
ZoningChecker: ZoneInfo32 and ZoneInfo4 share the same zone
ZoningChecker: ZoneInfo19 and ZoneInfo5 share the same zone
ZoningChecker: ZoneInfo20 and ZoneInfo6 share the same zone
ZoningChecker: ZoneInfo21 and ZoneInfo22 share the same zone
ZoningChecker: ZoneInfo21 and ZoneInfo0 share the same zone
ZoningChecker: ZoneInfo21 and ZoneInfo7 share the same zone
ZoningChecker: ZoneInfo21 and ZoneInfo8 share the same zone
ZoningChecker: ZoneInfo22 and ZoneInfo0 share the same zone
ZoningChecker: ZoneInfo22 and ZoneInfo7 share the same zone
ZoningChecker: ZoneInfo22 and ZoneInfo8 share the same zone
ZoningChecker: ZoneInfo23 and ZoneInfo9 share the same zone
ZoningChecker: ZoneInfo24 and ZoneInfo10 share the same zone
ZoningChecker: ZoneInfo25 and ZoneInfo12 share the same zone
ZoningChecker: ZoneInfo26 and ZoneInfo13 share the same zone
ZoningChecker: ZoneInfo27 and ZoneInfo15 share the same zone
ZoningChecker: ZoneInfo28 and ZoneInfo16 share the same zone
ZoningChecker: ZoneInfo29 and ZoneInfo1 share the same zone
ZoningChecker: ZoneInfo0 and ZoneInfo7 share the same zone
ZoningChecker: ZoneInfo0 and ZoneInfo8 share the same zone
ZoningChecker: ZoneInfo7 and ZoneInfo8 share the same zone
The DefencePoints are unbalanced
Spoiler
DefenseChecks: Map has 26 DefensePoint Actors for team 0.
DefenseChecks: Map has 10 DefensePoint Actors for team 1
112 NavigationPoints are too high (which may account for the issues noted by EG)
Spoiler
UnReachableNodes: FlagBase6 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase7 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase8 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase9 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase10 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase12 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase13 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase14 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase15 looks much over ground for normal Human Size, check it
UnReachableNodes: FlagBase16 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter9 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter13 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter14 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath40 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath42 looks much over ground for normal Human Size, check it
UnReachableNodes: DefensePoint30 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter15 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter16 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter17 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath52 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath54 looks much over ground for normal Human Size, check it
UnReachableNodes: DefensePoint34 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter18 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter19 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter20 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter21 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter22 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter23 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath66 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath68 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath77 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath79 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter10 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter11 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter12 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath0 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath2 looks much over ground for normal Human Size, check it
UnReachableNodes: DefensePoint2 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter0 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter1 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter2 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath12 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath14 looks much over ground for normal Human Size, check it
UnReachableNodes: DefensePoint8 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter3 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter4 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter5 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter6 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter7 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftCenter8 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath26 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath28 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath37 looks much over ground for normal Human Size, check it
UnReachableNodes: AlternatePath39 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftExit42 looks much over ground for normal Human Size, check it
UnReachableNodes: LiftExit54 looks much over ground for normal Human Size, check i
UnReachableNodes: PathNode821 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode823 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode824 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode825 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode834 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode852 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode854 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode855 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode861 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode862 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode865 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode868 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode869 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode870 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode874 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode881 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode882 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode883 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode884 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode885 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode887 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode896 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode911 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode912 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode913 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode914 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode998 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1000 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1001 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1002 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1011 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1031 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1032 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1042 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1045 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1046 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1047 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1051 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1058 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1059 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1060 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1061 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1062 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1064 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1073 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1088 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1089 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1090 looks much over ground for normal Human Size, check it
UnReachableNodes: PathNode1091 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot160 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot161 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot162 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot163 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot164 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot165 looks much over ground for normal Human Size, check it
UnReachableNodes: InventorySpot168 looks much over ground for normal Human Size, check it
and the following were skipped
Spoiler
UnReachableNodes: Skipping Teleporter0 because it has no Destination.
UnReachableNodes: Skipping Teleporter5 because it has no Destination.
UnReachableNodes: Skipping Teleporter7 because it has no Destination.
UnReachableNodes: Skipping Teleporter8 because it has no Destination.
UnReachableNodes: Skipping swJumpPad1 because it has no Destination.
UnReachableNodes: Skipping swJumpPad3 because it has no Destination.
UnReachableNodes: Skipping swJumpPad5 because it has no Destination.
UnReachableNodes: Skipping swJumpPad7 because it has no Destination.
UnReachableNodes: Skipping swJumpPad9 because it has no Destination.
UnReachableNodes: Skipping swJumpPad11 because it has no Destination.
Last edited by OjitroC on Sun Jul 05, 2020 11:58 pm, edited 1 time in total.
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Barbie
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Re: CTF-SanctumRedux

Post by Barbie »

EvilGrins wrote: Sun Jul 05, 2020 11:45 pmHe would bounce up, turn around and jump back down, and then bounce up again.
Maybe not a bug, I also do this often.
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Re: CTF-SanctumRedux

Post by EvilGrins »

Weird, I don 't recall seeing any teleports.
Barbie wrote: Sun Jul 05, 2020 11:55 pm
EvilGrins wrote: Sun Jul 05, 2020 11:45 pmHe would bounce up, turn around and jump back down, and then bounce up again.
Maybe not a bug, I also do this often.
That's just because you are easily amused and fun.
OjitroC wrote: Sun Jul 05, 2020 11:52 pmThe DefencePoints are unbalanced
I noticed something like that, in that one of the points the bots were defending from was in a room outside of the flag room. That might've been okay if I was using more than 8 bots, 4 to a team. If I'd been using 10 the extra on each team would've gone to the other defense points.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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dixEEh
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Re: CTF-SanctumRedux

Post by dixEEh »

Thanks for this first feedback.
I know for a fact that this bot issues have something to do with alignment of liftexit/center actors.. I will look into it.
Know that this map is playable as it is for online games. But yes, agreed that i should take a look at the botpaths...

=MERGED=
OjitroC wrote: Sun Jul 05, 2020 11:52 pmThe DefencePoints are unbalanced
I noticed something like that, in that one of the points the bots were defending from was in a room outside of the flag room. That might've been okay if I was using more than 8 bots, 4 to a team. If I'd been using 10 the extra on each team would've gone to the other defense points.
Thanks for this first feedback.

I have placed defense points outside of the flagroom, that is correct. havent considered that bots are stupid and just tend to stand on a defense point like idiots, MILES away from flag.. Will look into that!

I know for a fact that this bot issues have something to do with alignment of liftexit/center actors.. I will look into it.
Know that this map is playable as it is for online games. But yes, agreed that i should take a look at the botpaths...
Last edited by papercoffee on Mon Jul 06, 2020 5:38 pm, edited 1 time in total.
Reason: double post
BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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Re: CTF-SanctumRedux

Post by sektor2111 »

You should study Lift Combos aka LiftExit - LiftCenter(Translocdest-PainPath) - LiftExit combinations.
ALL is wrong here, you are not using any particular LiftTag for combos. Maybe you need to open DM-Deck16][ and take a look at Lifts and how are paths linked and why are they linked like that. It's normal to run in place because next Path Point is never reachable, here are a lot of impossible paths.
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Re: CTF-SanctumRedux

Post by dixEEh »

sektor2111 wrote: Mon Jul 06, 2020 3:53 pm You should study Lift Combos aka LiftExit - LiftCenter(Translocdest-PainPath) - LiftExit combinations.
ALL is wrong here, you are not using any particular LiftTag for combos. Maybe you need to open DM-Deck16][ and take a look at Lifts and how are paths linked and why are they linked like that. It's normal to run in place because next Path Point is never reachable, here are a lot of impossible paths.
working on it ^^
BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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Re: CTF-SanctumRedux

Post by OjitroC »

dixEEh wrote: Mon Jul 06, 2020 3:26 pm ... that is correct. havent considered that bots are stupid and just tend to stand on a defense point like idiots, MILES away from flag.. Will look into that!
It's not so much that the bots are 'stupid' but rather that they are doing what the defence point tells them to do. I'm sure sektor can elaborate on this :P
dixEEh wrote: Mon Jul 06, 2020 3:26 pm Know that this map is playable as it is for online games. But yes, agreed that i should take a look at the botpaths...
Based on what sektor's MapGarbage tool reports, I think the map is over-pathed. It might be an idea for you to get hold of that tool - it's been posted on this forum so do a search for it - and it should help you to identify issues.
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Re: CTF-SanctumRedux

Post by Red_Fist »

Barbie wrote: Sun Jul 05, 2020 11:55 pm
EvilGrins wrote: Sun Jul 05, 2020 11:45 pmHe would bounce up, turn around and jump back down, and then bounce up again.
Maybe not a bug, I also do this often.

Usually has to do with liftexit vs geometry placement. They are too close or too far, too low to high.
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Re: CTF-SanctumRedux

Post by dixEEh »

currently redoing the pathnoding. Removed ALL liftexit/centers, jumspots and such.
Overall bots are doing allright, even follow the "AlternatePath"..
they do still get stuck on small portions of the maps. (ie. health vials located on support bars, and ledges). Any suggestions on fixing these points?

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BP4 » Xan Mk.2 & WarBoss Dark Editions : Download Here! Happy 2012!
CTF-SanctumRedux nwCTF map in Quakestyle textures : Download Here! Happy 2020!
DM-RMC-SkaarjArena My Entry to the Ridiculous Mapping Contest : Download Here! Happy 2021!
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Re: CTF-SanctumRedux

Post by papercoffee »

@dixEEh please avoid double posts within a 24 hours limit when no other has answered in these thread.
You are allowed to edit your post to add more content.
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Re: CTF-SanctumRedux

Post by sektor2111 »

If you are using plain textures not UTMenu ones or another specific UT assets, you can open map in UGold227 Editor (without finishing it with a screenshot yet) and you can use PathsLinker (use search button/box from forum feature) builder/plugin. UGold227 (not tested plain U227) has some functions which might allow you to connect paths exactly how you want - a manual map pathing so to speak... If you know pathing stuff and what a reachSpec is you can connect anything how you want making Bots to move 98% as you want (some rebels might be pruning routes).

DefensePoints
Usually these for me should have a visual contact with objective or else I don't get what's the point of defending clouds or some TorchFlame. I wrote even dynamic defenses - Bot defender using that spot will rotate randomly from time to time looking in multiple directions... that's custom stuff not from UT's stock - like swJumpPad. Bot ordered to defend will look usually for a defensepoint team related and looking in a direction specified by this Navigation Actor - yes this reacts as a PathNode exactly like FlagBase which won't ever need any PathNode at less than 50 UU distance and it's the same for any Inventory - these are Paths generators and don't need anything very nearby. If you do have plans for a position change of FlagBase, you can do this POST Pathing, allow Point to get connected with a nearby node and remove all junks in its range. This is a Navigation Point and won't need external support in any way.
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Re: CTF-SanctumRedux

Post by OjitroC »

A few comments - make of them what you will.

Overall, the ambiance and atmosphere are fine - the textures and the layout create a distinct and characterful 'space'.

The blue and red 'lava' look a bit flat, lacking any movement or sound (the blue one in particular, though I can see why you have chosen that colour). There are a few ambient sounds that are rather at odds with the setting in which they occur in that there is nothing in the map that would actually give rise to those sounds - it's difficult to describe which ones but I noticed this in the area in front of the flag bases I think.

The other thing is the time for which the lifts remain at their destination - I suppose one might become used to this with frequent plays, particularly players who are used to moving very fast - but for me they didn't stay up long enought for me to establish where I was and what direction I needed to move in - two or three additional seconds might be good.

I haven't looked in the Editor, and I can't tell when playing the map, but what does the mover in front of the flag base do?
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sektor2111
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Re: CTF-SanctumRedux

Post by sektor2111 »

Here
https://hofgamingclan.com/forums/viewto ... =326#p1394
is a copy of one original document wrote by Polge from Epic (he forgot to explain some tricks...) in the middle of page there are described TranslocDest things - they are exactly like in any lift case out of a lift presence. Here some Mover Lifts were done correctly (of course, except PathNodes added at LiftExits and similar "completions").
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