@Berserker... Let's see a couple of things.
#1 I think this type of map can be winner - at least from me this is what I see here regarding to aspect;
I'm saying
can be a Winner map because it has a few quirks at BSP - geometry with other words;
#2 This is whatever Ledge blocking that small ramp - but still there can be a Path.
Doing path over there is doable by probing nodes in Editor, Moving top node, probing again until movement test returns a positive result. Testing these cannot be done with Plain Editor - only by rebuilding all paths multiple times. I'm using currently my builder called XC_PathsWorker powered by XC_Engine v24. When I got a positive result I demanded connection manually. Path is usable - a Bot defender tracking me with flag used that ramp and... killed me. Actually pathing is somehow solved.
#3 Those blue lines from previous picture are Paths - THROUGH BUILDINGS - because this is not how to setup combos - plain stock maps are having samples with and without a lift DM-Deck16][, CTF-Coret, CTF-Gauntlet, and so on. Without doing settings Mover.Tag == Combo(LE-LC-LE).LiftTag for each group, these are connected through walls creating paths even out of network references space, junk data with no use, and these paths are not having movement capabilities through walls.
#4 I was toying a bit here with those nice flames (I lie, not nice but VERY NICE). Perhaps my code would be similar to those water-waves presented in another topic.
By example in Network play these I think won't stress server at all - available for all flames:
Code: Select all
class FlameCylinder5 expands actor;
....
....
simulated function PostBeginPlay() //Dual execution called
{
Super.PostBeginPlay();
if ( Level.NetMode != NM_DedicatedServer ) //Execute animation - except dedicated server
LoopAnim('All',animrate+ FRand()*0.1,0.1);
}
These actors can be delegated to be bNoDelete and so they will stay where they are permanently without to be recreated by network client, and they are animating only in Client, in server nothing can be seen. I'm not sure if "Super.PostBeginPlay()" is even needed here. Probably this is what I'm expecting in a contest - something rarely done or never done, mainly a new thing looking good, so to speak a newer idea. A new thing is probably the factor which is pushing a map on top.
#5 For Paths-Net - I played some 25-33 games with Paths reduced at 1532 ReachSpecs (Original has 3338 ReachSpecs) - more paths were just buggers through walls. By solving problem and using high skilled Bots map goes to another level of challenge.
This is not only Bot Support - but (:joking:) I think this is Roof Support too...
In order to cause a sort of random assault of the Flag, in CTF maps is recommended usage of AlternatePath actors. Community has even dynamic AlternatePaths known as SmartAlternatePath (fixed of course).
If that BSP problem will be solved it will be OKAY, if Not, for me it's not a critical situation, I can accept this map exactly as it is.
For me this map if goes with BSP issues fixed, is Number One in this Contest - either way it's somewhere in top 3.
Edit: I am requesting your permission for using your flames combined with a dynamic light - in whatever future. I want to see if I can do a real fire effect. I did whatever dynamic light using a TorchFlame - but your flames are looking more realistic...
You do not have the required permissions to view the files attached to this post.