CTF-XV-HaLfpiPe~

Tutorials and discussions about Mapping - Introduce your own ones!
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

CTF-XV-HaLfpiPe~

Post by Buggie »

Convert from UT2004 for CTF with X-Vehicles this map:
VCTF-HaLfpiPe

Shot00005.jpg
Shot00006.jpg
Shot00007.jpg
Shot00008.jpg
Shot00009.jpg
Shot00010.jpg
This map need XVehicles at least v59 for load:
viewtopic.php?f=34&t=14936
CTF-XV-HaLfpiPe~v3.7z
You do not have the required permissions to view the files attached to this post.
Last edited by Buggie on Sun Sep 10, 2023 5:31 pm, edited 4 times in total.
User avatar
EvilGrins
Godlike
Posts: 9903
Joined: Thu Jun 30, 2011 8:12 pm
Personal rank: God of Fudge
Location: Palo Alto, CA

Re: CTF-XV-HaLfpiPe~

Post by EvilGrins »

Players have the advantage over vehicles on this map, as the driving areas are somewhat hampered.

That big area across the middle is too high up for jeeps to get to, except for the jeeps already up there.

Flag captures primarily by players not in jeeps, as running across the distance is easiest and players can go where jeeps can't.
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-HaLfpiPe~

Post by Buggie »

v1

- Correct few mistakes in paths.

Updated at first post: viewtopic.php?f=5&t=15092
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-HaLfpiPe~

Post by Buggie »

Gameplay on map:
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-HaLfpiPe~

Post by Buggie »

v2

- Added Manta.
- Small improvements.
- Now this map need XVehicles at least v41 for load!

Updated in first post: viewtopic.php?f=5&t=15092
scr_1658119567.png
scr_1658119604.png
You do not have the required permissions to view the files attached to this post.
User avatar
sektor2111
Godlike
Posts: 6424
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: CTF-XV-HaLfpiPe~

Post by sektor2111 »

Observation.
Buggie wrote: Sat Mar 26, 2022 6:41 pm v1

- Correct few mistakes in paths.
Not yet... :?

Code: Select all

V2
DevPath: 1000 navigation nodes searched from FlagBase7!
PathsDebug: Scout unable to find path from FlagBase6 to FlagBase7.
Log: Aligned camera on the current target.
DevPath: 1000 navigation nodes searched from FlagBase7!
PathsDebug: Scout unable to find path from PlayerStart0 to FlagBase7.
I'm not extremely interested about such CTF stage or else here I would redo entire navigation.
Something for those wondering how these can be improved - let's look at something...
NiceOptions.PNG
We not only already have an Inventory around but also a PathNode that can be removed as long as Nodes on left and right will connect normally under stock range without issues. Here map can have less than 800 Nodes and overloaded message will cease to exists. But here stage is aiming only 469.
You do not have the required permissions to view the files attached to this post.
Last edited by sektor2111 on Mon Jul 18, 2022 3:15 pm, edited 1 time in total.
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-HaLfpiPe~

Post by Buggie »

I not really care about people who prefer use v436. it is their problem, not my.
On v469b+ all fine.
User avatar
sektor2111
Godlike
Posts: 6424
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: CTF-XV-HaLfpiPe~

Post by sektor2111 »

Good to know, and you SHOULD EXPLAIN in ReadMe that map is aiming ONLY 469 without misleading 436 users about a CTF Map.
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-HaLfpiPe~

Post by Buggie »

Ok. I will consider it.

And you are wrong. PathNode on picture is important, not placed "just because" and can not be dropped without some bad consequences.
But since you:
sektor2111 wrote: Mon Jul 18, 2022 3:02 pm I'm not extremely interested about such CTF stage or else here I would redo entire navigation.
I prefer not waste my time with explain why.

Also it is very strange if you "not extremely interested" why you still appear in such topics and continue post in it posts.
But anyway, this not really matter, why. Not interested - please, skip such topics silently.
I "not extremely interested about" opinion of people with such relation to subject.
User avatar
sektor2111
Godlike
Posts: 6424
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: CTF-XV-HaLfpiPe~

Post by sektor2111 »

Buggie wrote: Mon Jul 18, 2022 3:28 pm Also it is very strange if you "not extremely interested" why you still appear in such topics and continue post in it posts.
Not really. I do random checks for figuring when you'll be able to setup some navigation optimizations if in old discussions optimization was a subject.
It would be some more interest if these would be for everyone, not only for 469 and... amazingly I see what nodes have you done there, some of them are pointless, routing pawn even if cost is high because there are alternate options in the same place with low cost. They only prevent them from ledges which is easy doable by not adding nodes where Pawn should not go. You can keep in mind that I worked at such devs a lot of time and I "can see" 90% what will happen during game - pathing to me is easy, nothing like Rocket Science.
But... never mind. Good luck in advance !
Buggie
Godlike
Posts: 2836
Joined: Sat Mar 21, 2020 5:32 am

Re: CTF-XV-HaLfpiPe~

Post by Buggie »

v3

- Improve paths
- Improve BSP.
- Improve FPS.
- Fix jumppad unfair location.

Now need XVehicles at least v59 for load.

Updated in first post: viewtopic.php?t=15092