CTF-XV-LavaGiant

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Buggie
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CTF-XV-LavaGiant

Post by Buggie »

Rework for CTF with X-Vehicles this map:
https://unrealarchive.org/maps/unreal-t ... e0351.html
Shot00000.jpg
Shot00001.jpg
Shot00002.jpg
Shot00003.jpg
This map need XVehicles at least v18 for load:
https://ut99.org/viewtopic.php?f=34&t=14936
CTF-XV-LavaGiantV8.7z
old big version
CTF-XV-LavaGiantV6.7z
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Last edited by Buggie on Sun Jan 29, 2023 6:35 am, edited 9 times in total.
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EvilGrins
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Re: CTF-XV-LavaGiant

Post by EvilGrins »

Helis would be necessary, I don't know any land based vehicle could manage those narrow paths... but the helis are so lightly armored they're easy to shoot down.
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Re: CTF-XV-LavaGiant

Post by Buggie »

I suggest, before go and write your impressions about map, at least download it and try play on it firstly.
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Re: CTF-XV-LavaGiant

Post by EvilGrins »

Buggie wrote: Fri Apr 01, 2022 2:39 am I suggest, before go and write your impressions about map, at least download it and try play on it firstly.
Okay, so obviously it's not impossible but as I previously observed the helis are too lightly armored and easy to shoot down.

What I didn't take into account is the map has been stretched out in width, which makes the paths across wider to be sure but also not so easy to manage. The central tunnel is a little too short for a jeep, I could get through but I had to go at the right angle because if you don't hit it just right the top of the jeep crashes into the upper sides of the arch's entrance.

Side tunnels are a bit better for that, though they're kind of a tight squeeze.

Given bots in vehicles follow bot pathing, the defense points should probably be somewhat adjusted... as it looked kinda silly to have a heli inside of the base waiting in defense at one of the typical sniper positions.
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OjitroC
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Re: CTF-XV-LavaGiant

Post by OjitroC »

Nicely stretched map that has opened up numerous possibilities :gj: Can now get a GK1 to almost all parts of the map including the flagbases - I just love the GK1 so I've swapped a jeep on each side for the tank.
EvilGrins wrote: Fri Apr 01, 2022 5:29 am ... the helis are too lightly armored and easy to shoot down.
They are .. so I've increased the health of mine by 30% and added 50% armour protection against DamageType 'shot' (of course, 'shot' is not the DamageType one is necessarily likely to suffer the most but it's something). I haven't changed the charge of the Shield though.
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Re: CTF-XV-LavaGiant

Post by EvilGrins »

OjitroC wrote: Fri Apr 01, 2022 11:12 amlove the GK1 so I've swapped a jeep on each side for the tank.
Can that fit through the tunnels?
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OjitroC
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Re: CTF-XV-LavaGiant

Post by OjitroC »

EvilGrins wrote: Fri Apr 01, 2022 11:32 am
OjitroC wrote: Fri Apr 01, 2022 11:12 amlove the GK1 so I've swapped a jeep on each side for the tank.
Can that fit through the tunnels?
Yes ... well, two out of the four on the top level and all of the ones on the lower level - though not through the tunnels connecting the two levels ... but it can get into each base :P
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Re: CTF-XV-LavaGiant

Post by EvilGrins »

OjitroC wrote: Fri Apr 01, 2022 11:12 am
EvilGrins wrote: Fri Apr 01, 2022 11:32 am
OjitroC wrote: Fri Apr 01, 2022 11:12 amlove the GK1 so I've swapped a jeep on each side for the tank.
Can that fit through the tunnels?
Yes ... well, two out of the four on the top level and all of the ones on the lower level - though not through the tunnels connecting the two levels ... but it can get into each base :P
Seemed too risky to go into bases in the vehicle, as even with room that's still some tough negotiating of driving.

I've been driving over, parking next to the enemy base, getting the flag on foot, jumping a wall, getting back to the jeep, and driving back to my base.
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Re: CTF-XV-LavaGiant

Post by papercoffee »

You should maybe try CTF Cave-Giant it has much broader pathways and is nearly as big as the original.
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Re: CTF-XV-LavaGiant

Post by Old UT Veteran »

Has anyone had issues with bots driving their vehicles off the sides of the map?
They try to shortcut from the routes in higher places onto the ones that are lower for some reason. Not sure if this is XC related in regards to path pruning?
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Re: CTF-XV-LavaGiant

Post by Buggie »

CTF Cave-Giant - much smaller map. need stretch as well if try use with vehs.

Yes, bots often falls. I there almost not edit bot paths, because it is pointless. No air paths to opposite base (current UnrealEd limitation).
And yes, current XV patch shortcut not count fall when try navigate on short way. No solution yet.
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Re: CTF-XV-LavaGiant

Post by EvilGrins »

Buggie wrote: Sat Apr 02, 2022 5:49 pmbecause it is pointless. No air paths to opposite base
Actually, sektor2111 is really good with air-pathing. He's done it on a number of my edits, particularly for SLV/RX.
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Sure, the helis at the moment have no pathing to get them to the other side if a bot is piloting them... and yet:
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Re: CTF-XV-LavaGiant

Post by Buggie »

v1

- Better bot paths.

Updated at first post: viewtopic.php?f=5&t=15132
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Re: CTF-XV-LavaGiant

Post by EvilGrins »

Also a problem, and I should've mentioned this earlier, the angles paths inside the bases, the ramps going up directly next to the path around the rim, crated choke-holds vehicles cannot easily escape for bots.

For example, this bot got stuck because he was wedged between a side-path along the inner-wall and a lower-ramp going up. I joke bots can't parallel park, but they also don't know how to drive out of a situation like that.
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Re: CTF-XV-LavaGiant

Post by Buggie »

v2

- Better bot paths.

Updated at first post: viewtopic.php?f=5&t=15132