DM-XV-EpicTown V2A

Tutorials and discussions about Mapping - Introduce your own ones!
User avatar
mikaeolke
Average
Posts: 32
Joined: Sat Jan 29, 2022 2:14 pm
Personal rank: new

DM-XV-EpicTown V2A

Post by mikaeolke »

Working on adding vehicles to the map DM-EpicTown https://unrealarchive.org/maps/unreal-t ... fa875.html . This is urban map, not very big, but very detailed. :tu:
Transport looks quite good on it, although the largest tanks are cramped even on the street. :lol2:
On small cars, can even drop into the underground parking and the subway.
Also working on visually expanding the map by adding decorative objects.
Original map files is required viewtopic.php?p=125323#p125323
Last version of X-Vehicles mod is required viewtopic.php?f=34&t=14936 .

Image Image

Image Image

Image Image

Image Image

Image Image

Image Image

Image Image

Image Image
You do not have the required permissions to view the files attached to this post.
Last edited by mikaeolke on Wed Aug 23, 2023 9:36 pm, edited 3 times in total.
User avatar
OjitroC
Godlike
Posts: 3585
Joined: Sat Sep 12, 2015 8:46 pm

Re: [WIP] DM-XV-EpicTown V3A

Post by OjitroC »

Interesting - have you seen sektor2111's version in which the pathing is improved - see here - also comments from FNB on the map's construction (which may be useful if you intend to rebuild or add to the geometry)?
User avatar
mikaeolke
Average
Posts: 32
Joined: Sat Jan 29, 2022 2:14 pm
Personal rank: new

Re: [WIP] DM-XV-EpicTown V3A

Post by mikaeolke »

Map will be improved without rebuilding of geometry.
Decorative objects will be added to the background,
for the visual expansion of the map, this will not require rebuilding the geometry.
and some textures will be tweaked.
pathings will not change.

Image Image
User avatar
OjitroC
Godlike
Posts: 3585
Joined: Sat Sep 12, 2015 8:46 pm

Re: [WIP] DM-XV-EpicTown V3A

Post by OjitroC »

I mention sektor2111's version because it addresses the issues with the pathing in the original which prevent bots using the map as well as they could. Those issues are discussed in the thread I linked to.

Using sektor's MapGarbage and Buggie's MapChecker to check the map will indicate what some of those issues are.
Buggie
Godlike
Posts: 2656
Joined: Sat Mar 21, 2020 5:32 am

Re: [WIP] DM-XV-EpicTown V3A

Post by Buggie »

I am afraid XV need special paths, which usually more complicated from usual ones.
Even by simple logic, not in all ways where able travel player, able travel vehicle. Vehs is big, can't turn instant/in-place (jeeps), can't jump, use lifts and so on. Manta not able travel underwater, and which able - better not do so.
User avatar
mikaeolke
Average
Posts: 32
Joined: Sat Jan 29, 2022 2:14 pm
Personal rank: new

Re: [WIP] DM-XV-EpicTown V3A

Post by mikaeolke »

It’s true, bots on transport are stupid, get stuck in the walls and practically do not move, I’ll try to add transport to sektor2111's version of the map.   
Auto merged new post submitted 22 hours 51 minutes later
First test vs 16 bots with improved paths on DM-XV-EpicTown-V2A_rS2903.
Bots are still stupid with vehicles,
but very funny to conquer with them by using of transport.

User avatar
mikaeolke
Average
Posts: 32
Joined: Sat Jan 29, 2022 2:14 pm
Personal rank: new

Re: DM-XV-EpicTown V2A

Post by mikaeolke »

Map puplished.
With transport, but without visual enchancements now.