CTF-MeinKraft][ 2015-04-11 Updated to V3

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memsys
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CTF-MeinKraft][ 2015-04-11 Updated to V3

Post by memsys »

Did you really think this was real? haha! jokes on you! April fools!



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Ok, yea it was a joke (lame I know).
Anyway, MeinKraft][ is a more refined version of the 512k contest release where I had to cut out a LOT of stuff to make it fit within the limit.
Since I am no longer limited to a mere 512KB I have added a lot of stuff.

change log from 1.0 to 2.0
Added LOTS of trim and detail
Added another path to both bases
Added environmental sounds
Added proper zoning
Improved the lighting
Made the bridge floor destroyable
Fixed some texture issues
Improved bot pathing
Added a skybox

Change log form Higors version to V3:
Added Higor to the author list.
Fixed a few missing paths and made a few small tweaks to the pathing.
Added some missing blocks to the trees.
Changed the zoning for the fort so that when you stand on the towers you are in the right zone.
Deleted some floating grass brushes.

Bla bla bla, just show me the screenshots already!
Screenshots
Spoiler
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Downloads

CTF-MeinKraft][-V3 (released 2015-04-11)
Download [dropbox]


Old versions:

CTF-MeinKraft][-V2 (released 2015-04-01)
Download [dropbox]


Assets
Unlike Digital domination I won't release a separate file containing custom material as they are included in the main file as there is no point in doing so as the map uses those file anyway.

Included in the download is the following:
The texture pack containing a LOT of minecraft textues (be sure to scale them to 4.0 for them to be accurate) all flagged bNoSmooth and masked textures flagged as masked.
The meshes for both the torch and the block and half block but note that the script that makes it destructible is NOT part of this file!
The exported scripts used for this map if for some reason you prefer to take the hard way when making your own destructible minecraft block instead of opening MeinKraft and simply copying the block to a new map.
A readme with some instructions if you want to mess with the map.
and the screenshots linked in this topic.



Other releases and projects

Standalone:
[multi]Digital Domination
DM-Flak-Attack

Contests:
UT99.org 48hour contest, featuring DM-48SC-redrust
UT99.org 512KB contest, featuring CTF-512K-Isotope42, DM-512K-CarpathianNightmare, and CTF-512K-MeinKraft

Mod work/ Collaboration / Other:
Bounce mod
Bounce mappack, featuring DM-BCE_cyberspace
Last edited by memsys on Fri Oct 23, 2015 11:26 pm, edited 4 times in total.
Higor
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Re: CTF-MeinKraft][

Post by Higor »

@Chamberly
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Re: CTF-MeinKraft][

Post by Unknown »

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So this one is going to make my computer lag even more?
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Re: CTF-MeinKraft][

Post by Chamberly »

Def taking this to siege.
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Re: CTF-MeinKraft][

Post by papercoffee »

You can read minds :lol: ...right now did I play through the contest maps to get a feeling again for the winner maps, and so on.
Yours was one of toughest. With 11 bots did I need 30 minutes to get the flag six times. It was fun.

Did you fix the pit? Bots tend to jump into it ...even your own team members do this with pleasure.
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Re: CTF-MeinKraft][

Post by Unknown »

papercoffee wrote:Did you fix the pit? Bots tend to jump into it ...even your own team members do this with pleasure.
This, suicidal bots are fun but not all the time.
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Re: CTF-MeinKraft][

Post by Chamberly »

We could always use ferbotz. Pro bots!
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Re: CTF-MeinKraft][

Post by memsys »

papercoffee wrote:Did you fix the pit? Bots tend to jump into it ...even your own team members do this with pleasure.
Kind of,I have added more pathnodes to the map to it should be a good bit less.
The problem is that I can't fix it, as far as the bots are concerned there is not floor there and they are standing in mid air.
Unless someone knows a way of fixing this I am afraid I can't truly fix this issue with the bots as the only "fix" I know is to remove the traps all together.
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Re: CTF-MeinKraft][

Post by Hellkeeper »

And by the way, where is the UT99 512K mappack ? Was it never taken care of and assembled for a final release?
You must construct additional pylons.
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Re: CTF-MeinKraft][

Post by papercoffee »

memsys wrote:
papercoffee wrote:Did you fix the pit? Bots tend to jump into it ...even your own team members do this with pleasure.
Kind of,I have added more pathnodes to the map to it should be a good bit less.
The problem is that I can't fix it, as far as the bots are concerned there is not floor there and they are standing in mid air.
Unless someone knows a way of fixing this I am afraid I can't truly fix this issue with the bots as the only "fix" I know is to remove the traps all together.
What about a trigged mover kind of thing?
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memsys
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Re: CTF-MeinKraft][

Post by memsys »

papercoffee wrote:
memsys wrote:
papercoffee wrote:Did you fix the pit? Bots tend to jump into it ...even your own team members do this with pleasure.
Kind of,I have added more pathnodes to the map to it should be a good bit less.
The problem is that I can't fix it, as far as the bots are concerned there is not floor there and they are standing in mid air.
Unless someone knows a way of fixing this I am afraid I can't truly fix this issue with the bots as the only "fix" I know is to remove the traps all together.
What about a trigged mover kind of thing?
possible, but I would need to manage to get some modified script (the person I know suffers from the "I never finish anyth" syndrome) but it would have some downsides like larger filesize, more lag and most importantly a LOT of work to set it all up.
There are a total of 628 mesh cubes in the level, Hell the traps alone contain 156 cubes. Changing ALL 156 cubes to movers is just too much work when the current solution works "good enough".
No, if at all possible I would prefer something like a script that would force the bots to think that they are on a floor when they collide with the script.

If it helps you would thing of it as a "feature" making the map a little easier when playing against bots on higher skill levels :loool:
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Re: CTF-MeinKraft][

Post by Higor »

Changing stuff to mover won't reduce render times.
The only way to do so is to optimize the cubes by 'hiding' them when it has 6 neighbours around it.
Then you'd have to worry about network compatibility.

Of course, I could take up the challenge if you wish.

EDIT:
Hell, I could also fix the remaining issues.
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Re: CTF-MeinKraft][

Post by papercoffee »

memsys wrote:There are a total of 628 mesh cubes in the level, Hell the traps alone contain 156 cubes. Changing ALL 156 cubes to movers is just too much work when the current solution works "good enough".
Oh you got me wrong ...I should have explained my idea a little bit more.
One big invisible mover keeps them from jumping up and down on the traps if not a single cube is shot. And you could try to make a triggered fear actor ...I don't know the exact name right now... if the trap is open your team tries to avoid the pit and search a rout around it, if they are already on top of the open trap is it to late and they can jump into it if they like.
Higor wrote:Of course, I could take up the challenge if you wish.
EDIT:
Hell, I could also fix the remaining issues.
:shock: ...you mean it.
is it even possible to fix the mover collision behaviour without changing stuff in the engine? I mean if they touch each other some mover will not get rendered and if movers touch normal bsp are they corrupted beyond recognition.
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memsys
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Re: CTF-MeinKraft][

Post by memsys »

Honestly, besides not having the time and energy to fix the issue I don't even have the skill needed to fix it. I am good with bsp and ok with lighting but I suck when it comes to actor related stuff.
If you could fix the bouncy bots then that would be much appreciated!
Higor wrote:Hell, I could also fix the remaining issues.
are there more issues besides the bouncy bots?
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Re: CTF-MeinKraft][

Post by sektor2111 »

papercoffee wrote:And you could try to make a triggered fear actor ...I
I can't be sure if Bot needs fear when runs with enemy flag... It might be more convinced to jump properly than camping.
memsys wrote:are there more issues besides the bouncy bots?
Where are AlternatePath-s and some random "shoot-decos" actors (too much health at boxes?)
I tested pathing and at first check looks without real issues - even underground way is cute.

Edit: I won't be using too much such a map because... I don't like that step-height screwed - my "guardians" won't be able to track enemy properly. You should leave alone player type pawns.
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