Edit:
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ALL Fullversion & RC Maps can be Downloaded here:
Dr.Pikko's Maps!
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This is about my UT99 [X] Series!
*____________________________*
- - I started to publish UT99 Maps in this series in 2021.
- - These are my Maps in this series as of today: 22.11.2024
=================================================
• DM-Project[X] - August 2021 - Released
• DM-DarkTrace[X] - August 2021 - Released
• DM-Sector[X] - September 2021 - Released
• DM-BlaZe[X] - January 2022 - Released
• DM-ProFFen[X] - August/2022 - Released
• DM-Sheba[X] - May/2022 - Released
• CTF-Hammer[X] - May/ 2022 - Released
• DM-Ryan[X] - April 2022 - Released
• CTF-Control[X] - May/2022 - Released
• CTF-Actor[X] - June/2022 - Released
• CTF-MoMentum[X] - 2022/25 - NOT Released
• DM-ReBellioN[X] - March/2023 - Released
• DM-1on1-Zone5[X]- July/2022 - Released
• CTF-NeXt[X] - November/2022 - Released
• DM-Active[X] - October/2022 - Released
• DM-InSane[X] - March/2023 - Released
• DM-Circle9[X] - June/2023 - Released
• DM-Snap[X] - Sep/2023 - Released
• CTF-RoadPain[X] - Oct/2023 - Released
• CTF-Instant[X] - Des/2023 - Released
• DM-Cramped[X] - Des/2023 - Released
• CTF-PikkoCasa[X] - Nov/2024 - Released
• CTF-PlanB[X] - Nov/2024 - NOT Released
=================================================
=================================================
RANDOM MAP PICTURE
=================================================
DM-Active[X]
---> PICS <---
==========
ALL Fullversion & RC Maps can be Downloaded here:
Dr.Pikko's Maps!
==========
Dr.Pikko's [X] Series
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Dr.Pikko's [X] Series
Last edited by Pikko on Fri Nov 22, 2024 6:19 pm, edited 64 times in total.
Public Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
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Re: Dr.Pikko's [X] Series
Oh my...
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Dr.Pikko's [X] Series
DM-Sheba[X]
Story of this Map started in September 2021. more on that later..
Here is a pic of the map:
Soon to be released.!
Story of this Map started in September 2021. more on that later..
Here is a pic of the map:
Soon to be released.!
Public Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
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Re: Dr.Pikko's [X] Series
CTF-Hammer[X]-RC1 , Released.
Download link in first post.
Download link in first post.
Public Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
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Re: Dr.Pikko's [X] Series
Wow Pikko!!! CTF-Hammer is a truly awesome map!!! I will play this one often. I like everything, the jumppads, the pickup placements, the textures...and the bots play this one really well.
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Re: Dr.Pikko's [X] Series
Okay, so as noted by others, it's beautiful. Great use of colors, as always, and the playable area is amazing. Lots to duck behind as you're running with the flag, and it's practically like the layout is a strategic defense.
The playable area is beautiful, but the skybox is a bit boxy, You can literally see the corners and lines of that box, though were I not in spectator mode I'd probably been too busy playing to notice.
I ran this map with bots a few times, and noted something a bit wonky with the pathing, that someone with better pathing experience than I may need to take a look at.
No team scored. My bots are a wide range of skills, from "kills you so well you don't know where the shooter was" to "couldn't hit you with a minigun if you were directly in front of them", so random bots thrown in and not a single team score raises an eyebrow. Now, I know why but I don't understand the how of that why.
1. Bot gets the flag.
2. Bot runs toward its base.
3. For no apparent reason, bot turns around and runs back to the enemy base.
4. Bot fights enemies, and then runs back to its base again...
...problem is that, depending how much damage bot gets from that initial run-back-to-the-enemy-base, even when it does eventually head back to its own base it might not have enough health left to get there as it would have had it gone straight there in the 1st place. It's not just along a specific route either, whether below or on the higher paths... the same thing keeps happening over and over again.
Gonna do one more attempt before bed, let them play it out for half an hour, see if that makes any difference.
The playable area is beautiful, but the skybox is a bit boxy, You can literally see the corners and lines of that box, though were I not in spectator mode I'd probably been too busy playing to notice.
Spoiler
The parts of the map nobody ever gets to look at...
...I have an odd fascination for maps where you can go beyond the boundaries of the play area. Often it's a fluke or something overlooked, though it can be a hazard as well. I've noted in previous reviews some maps have areas where you can get knocked into them but either the kill-zone isn't setup right or it wasn't that far of a fall, and if you don't know the "suicide command" you're stuck until the game is over.
This map you can go over the side on the left and right, and walk under the play area. Can't get over the sides lengthwise, but you can peek over and look down.
...I have an odd fascination for maps where you can go beyond the boundaries of the play area. Often it's a fluke or something overlooked, though it can be a hazard as well. I've noted in previous reviews some maps have areas where you can get knocked into them but either the kill-zone isn't setup right or it wasn't that far of a fall, and if you don't know the "suicide command" you're stuck until the game is over.
This map you can go over the side on the left and right, and walk under the play area. Can't get over the sides lengthwise, but you can peek over and look down.
No team scored. My bots are a wide range of skills, from "kills you so well you don't know where the shooter was" to "couldn't hit you with a minigun if you were directly in front of them", so random bots thrown in and not a single team score raises an eyebrow. Now, I know why but I don't understand the how of that why.
1. Bot gets the flag.
2. Bot runs toward its base.
3. For no apparent reason, bot turns around and runs back to the enemy base.
4. Bot fights enemies, and then runs back to its base again...
...problem is that, depending how much damage bot gets from that initial run-back-to-the-enemy-base, even when it does eventually head back to its own base it might not have enough health left to get there as it would have had it gone straight there in the 1st place. It's not just along a specific route either, whether below or on the higher paths... the same thing keeps happening over and over again.
Gonna do one more attempt before bed, let them play it out for half an hour, see if that makes any difference.
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Dr.Pikko's [X] Series
One possible reason is
Code: Select all
NoIncomingPath: FlagBase0 is not having incoming connections.
BreakPointsFound: These 1 navigation points aren't that used as valid paths. They might be break points if are a piece of a road.
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Re: Dr.Pikko's [X] Series
I ran a 2nd bit before the insomnia kicked in (le sigh) it took close to 10 minutes for anyone to score.
FlagBase0 is Red, but this issue exists for both bases.
I didn't actually see a lot of bouncing off any pads...
FlagBase0 is Red, but this issue exists for both bases.
I didn't actually see a lot of bouncing off any pads...
· http://unreal-games.livejournal.com/
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
· https://unrealarchive.org/authors/evilgrins.html
· https://www.facebook.com/groups/UTcorps
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Dr.Pikko's [X] Series
The lack of a path to the Red flag (or more precisely a connection to the Red flagbase) would affect both teams surely - if Red captures the Blue flag they can't easily get back to their flag base to score and the Blue team can't easily get to the Red flag to capture it. This is not to say that the Teams won't score but it explains the difficulty in capturing either flag.
As for the bouncing - it looks to me like the pads are too close to walls and the path to the pads is from the side rather than from behind - this means that (a) they are not readily used by bots and (b) bots are likely to jump to the side rather than forwards (and on to the elevated walkway to the UDamage). There are also DefencePoints close to the jumppads which may have an effect as well?
Automatically merged
Last edited by OjitroC on Fri Mar 18, 2022 7:50 pm, edited 1 time in total.
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Re: Dr.Pikko's [X] Series
This CTF-HAMMER[X] looks Spaechial (Space/Special).
It seems to have good architecture. With good paths for a match.
...In portuguese (espacial/especial) up there.
It seems to have good architecture. With good paths for a match.
...In portuguese (espacial/especial) up there.
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Re: Dr.Pikko's [X] Series
: Gulp :OjitroC wrote: ↑Fri Mar 18, 2022 9:21 amOne possible reason isaccording to sektor's MapGarbage tool?Code: Select all
NoIncomingPath: FlagBase0 is not having incoming connections. BreakPointsFound: These 1 navigation points aren't that used as valid paths. They might be break points if are a piece of a road.
There is a little small difference in height from Blue FlagBase and Red FlagBase... As result, based on "PointReachable" test, Little Scout said that he cannot reach at FlagBase location so paths were not generated... However, geometry and FlagBase properties and codes might allow capturing flags as long as this node supports "Touch" function without to reach exactly to the node and then... we can create two or more paths pointing to said offending FlagBase.
By looking at Blue FlagBase and figuring visible connections we never checked the other base which has visible missing routes - MapGarbage only confirms what is already visible (but was not checked).
Edit:
@Pikko - PM sent.
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Re: Dr.Pikko's [X] Series
Several small fixes in RC2, among them the Redflag issue and other things im not satisfied with. The map is build in the v436, and it seems to be a 469b issue whith the spin of the skybox, working different offline/online, so need to look at that aswell.
--> Plz let me know if you find other issues, not mentioned in the Topic.
--> Plz let me know if you find other issues, not mentioned in the Topic.
Public Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
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Re: Dr.Pikko's [X] Series
Wow, I hadn't seen that it was for download up there. My opinion is one of the most beautiful CTF maps for UT99 I've ever seen.
Congratulations.
Edit:
This map ran perfectly. No failure occurred. With bots it was great.
Edit2:
If I were to say something that would interest me for an RC2, it would be to refine the sky, in the detail. Other than that, everything is great.
Congratulations.
Edit:
This map ran perfectly. No failure occurred. With bots it was great.
Edit2:
If I were to say something that would interest me for an RC2, it would be to refine the sky, in the detail. Other than that, everything is great.
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Re: Dr.Pikko's [X] Series
DM-Ryan[X]
Under construction Old School Map !
Under construction Old School Map !
Public Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
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Re: Dr.Pikko's [X] Series
[Release]DM-Ryan[X]
UT99 Map made by: Dr.Pikko - Small Map for 2-6 Players. - A Map in the [X] Series, and a part of - Dr.Pikko's Collection -
DL Here:
**
DM-Ryan[X]
UT99 Map made by: Dr.Pikko - Small Map for 2-6 Players. - A Map in the [X] Series, and a part of - Dr.Pikko's Collection -
DL Here:
**
DM-Ryan[X]
Public Maps by Dr.Pikko
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/
https://unrealarchive.org/search/index.html?q=pikko | WEB: https://vipclan.no | Discord | MyMaps https://ut99.no/index.php?dir=Maps/