CTF-20AC-BloodRush
- KillRoy1972
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CTF-20AC-BloodRush
Entry for the 20AC map contest as bonusmaterial.
UPDATE (26-12)
Fixed the bot issue where the bot got stuk on the ledge and would not jump (top entrance flag room), fixed a giant BSP hole on top of the lift in the blue base (with the wooden plank), also lighten up the map i tiny bit.
Bumped the map to version 4
thanx for testing and I hope hope you guys have fun with the map!
This is the final version. (I think)
UPDATE (26-12)
Fixed the bot issue where the bot got stuk on the ledge and would not jump (top entrance flag room), fixed a giant BSP hole on top of the lift in the blue base (with the wooden plank), also lighten up the map i tiny bit.
Bumped the map to version 4
thanx for testing and I hope hope you guys have fun with the map!
This is the final version. (I think)
- Attachments
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- CTF-20AC-BloodRushV4.zip
- (2.5 MiB) Downloaded 19 times
Last edited by KillRoy1972 on Thu Dec 26, 2019 10:24 pm, edited 19 times in total.
- sektor2111
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Re: CTF-BloodRush BETA WIP
Optional cleaningMapGarbage_tool wrote: CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 15 pieces.
CTFReport: For Team 1 = 15 pieces.
StartingChecks: Map has 16 PlayerStart Actors for team 0.
StartingChecks: Map has 12 PlayerStart Actors for team 1.
...
VoidCheck: --- Void placement report ---
VoidCheck: PathNode4 looks placed into void.
VoidCheck: PathNode13 looks placed into void.
VoidCheck: PathNode21 looks placed into void.
VoidCheck: 3 actors look placed into void, check those.
...
DefenseChecks: Map has 5 DefensePoint Actors for team 0.
DefenseChecks: Map has 7 DefensePoint Actors for team 1.
[attachment=0]Fine_tuning.PNG[/attachment]
Playground for me looks good enough, with a bit of tweaking map can take place in a CTF server. I'll do more checking later.
- Attachments
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- Fine_tuning.PNG (3.89 KiB) Viewed 1550 times
- papercoffee
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- UnrealGGecko
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Re: CTF-BloodRush BETA WIP
Should finally give it a shot at Saturday or so
Looking pretty good from the pics.
Looking pretty good from the pics.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
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- Koolflux
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Re: CTF-BloodRush BETA WIP
Looks very nice and plays pretty well too, especially for a small map.
"I am the Alpha and the Omega." ~Xan Kriegor
- KillRoy1972
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Re: CTF-BloodRush BETA WIP
Geeze that looks like a mess..sektor2111 wrote:Optional cleaningMapGarbage_tool wrote: CTFReport: --- Reporting AlternatePaths setup: ---
CTFReport: For Team 0 = 15 pieces.
CTFReport: For Team 1 = 15 pieces.
StartingChecks: Map has 16 PlayerStart Actors for team 0.
StartingChecks: Map has 12 PlayerStart Actors for team 1.
...
VoidCheck: --- Void placement report ---
VoidCheck: PathNode4 looks placed into void.
VoidCheck: PathNode13 looks placed into void.
VoidCheck: PathNode21 looks placed into void.
VoidCheck: 3 actors look placed into void, check those.
...
DefenseChecks: Map has 5 DefensePoint Actors for team 0.
DefenseChecks: Map has 7 DefensePoint Actors for team 1.
[attachment=0]Fine_tuning.PNG[/attachment]
Playground for me looks good enough, with a bit of tweaking map can take place in a CTF server. I'll do more checking later.
Anyway, any advice on how to find those void path nodes in a simpel way, I would not know where to look..
- sektor2111
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Re: CTF-BloodRush BETA WIP
I've made such mistakes in my past Editor sessions because... I did not have any checker like MapGarbage and no one was helping me, and as you can see I don't even figure to many coders writing real pro things for such tasks and then,... I must work by myself updating that thing constantly. The easiest way for me is 3-5 mouse clicks, firing builder, scrolling to option and hit build button, then checking logged results instead of checking each actor - I think I have to drop out next update.
- UnrealGGecko
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Re: CTF-BloodRush BETA WIP
Aren't they being listed on the search thing (binoculars icon)
My english just broke, completely forgot how it is called.... Derp.
My english just broke, completely forgot how it is called.... Derp.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
- sektor2111
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Re: CTF-BloodRush BETA WIP
Ah, you mean finding them.
Menu -> Edit -> Search For Actors...
Copy-Paste names - select name - hit delete, done.
Menu -> Edit -> Search For Actors...
Copy-Paste names - select name - hit delete, done.
- KillRoy1972
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Re: CTF-BloodRush BETA WIP
yeah, I see it..sektor2111 wrote:Ah, you mean finding them.
Menu -> Edit -> Search For Actors...
Copy-Paste names - select name - hit delete, done.
So after all these years of playing with the editor, I only just now finding this usefull tool...
- sektor2111
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Re: CTF-BloodRush BETA WIP
I don't know what to say... because I failed my own maps here and there, I'm sitting down thinking if worth doing remakes, or simply patching them with little adds... Somehow I would like to setup several One-Way type paths in my MH works against that retreating/roaming random habit, for developing an aggressive attack...
- KillRoy1972
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Re: CTF-BloodRush BETA WIP
Just a small update abou the map..
Fixed mentioned things.
Did some working on the cosmetics of the map, looks a bit different, but I think it is a better 'look'. Still working on the lensflares.
Added a new path from and towards the flagroom and rocketlaunger room where you can find the suitbelt.
added invisibilioty where the suitbeld was originally located..
Some minor tweaking with the health and ammo placement..
Will releaase it shortly when i finished with those darn lensflares, I hate those things!
Fixed mentioned things.
Did some working on the cosmetics of the map, looks a bit different, but I think it is a better 'look'. Still working on the lensflares.
Added a new path from and towards the flagroom and rocketlaunger room where you can find the suitbelt.
added invisibilioty where the suitbeld was originally located..
Some minor tweaking with the health and ammo placement..
Will releaase it shortly when i finished with those darn lensflares, I hate those things!
- EvilGrins
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Re: CTF-BloodRush BETA WIP
How's the bot pathing?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
- KillRoy1972
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Re: CTF-BloodRush BETA WIP
Fine, bots are jumping crate to crate, but cant seem to get this liftjump thing working. it seems it is just a kicker that will make the bots jump when the touch the actor.EvilGrins wrote:How's the bot pathing?
Not usable because it will kick every bot that touch it, no matter where they come from. The liftjump actor is not connectable to the lift or such. Also, you can not edit the jump angle, it is random..
Oh well, Does not really matter, the bots will use the ttranslocator or jumpboots to get to the higher spots if they want to..
- Attachments
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- dm-testliftjump.unr
- (20.35 KiB) Downloaded 21 times
- sektor2111
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Re: CTF-BloodRush BETA WIP
Kicker code is not the right thing to do. In MBot another actor is taking place making pawn to jump from lifts with a good successful rate - only in XC environments, the same actor is managing travel in horizontal platform lifts, jumping over knee obstructions, etc. Lifts usually are bidirectional and this should be taken in account.
Next: LensFlares I believe are myths in UT unless you do something yourself - else you want Coronas. Some of those bool variables are there for nothing, Epic did not manage to finish their programming in this UT. bActorShadows bLensFlare aren't doing anything as far as I know.
Next: LensFlares I believe are myths in UT unless you do something yourself - else you want Coronas. Some of those bool variables are there for nothing, Epic did not manage to finish their programming in this UT. bActorShadows bLensFlare aren't doing anything as far as I know.