Dr.Pikko's [X] Series

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EvilGrins
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Re: Dr.Pikko's [X] Series

Post by EvilGrins »

DM-Ryan[X]: Good overall usage of space, cool music, bots seem to have a full run of the place.
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Primarily a 2-level map of multiple rooms, some smaller side passages, but there's some spots on the 2nd level with beams in the ceiling that could also made a 3rd level with some creative xloc use.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Dr.Pikko's [X] Series

Post by Que »

having few problems with elevators in various maps with newnet.
also today on LuDoom map .
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Re: Dr.Pikko's [X] Series

Post by sektor2111 »

If map works fine in stock UT, then NewNet is not a subject for map's topic.
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Re: Dr.Pikko's [X] Series

Post by Que »

Complicated elevators in Dm-BLaze make it harder to navigate map.
Some places you need to shoot wall to get elevator.

Other places you fall down hole onto elevator.

When walking upto these elevators from underground they elevate just before you reach them.
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Re: Dr.Pikko's [X] Series

Post by sektor2111 »

I have to admit that some of these "trigger" type things need to be aligned and collision cylinder set accordingly. In other hand such small details are not bugging me. I play my custom DM type where movers are "educated" to work with a bit of delay. Yes, I have Movers/Zones related fixes not only in MonsterHunt because some settings used are having the same issues everywhere. Shooting for moving movers ? Not in my games or at least if Bot gets clumsy, that's no challenge to me. I'm sorting maps which I'm using, the rest are moved from maps folder - for a potential future revision...

Next stage ?
Writing patch plugins changing more or less completely mechanics for certain maps. These are aiming many other maps, not on purpose Pikko's related maps - majority of these are not doing major problems.
The only generic things that cannot be solved in maps are geometry issues, textures related issues coming from mixing multiple polys on the same surface, and similar things.
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Re: Dr.Pikko's [X] Series

Post by Pikko »

CTF-Control[X]

New CTF on the way..
:mrgreen:
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:geek:
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8-)
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Well..? :noidea
Last edited by Pikko on Sat May 14, 2022 4:51 pm, edited 1 time in total.
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Re: Dr.Pikko's [X] Series

Post by sektor2111 »

A "Wooow !" from me... 8)
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Re: Dr.Pikko's [X] Series

Post by Pikko »

Hi all! :D

CTF-Hammer[X]-RC4 , is out! Map in first post. :D
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Re: Dr.Pikko's [X] Series

Post by EvilGrins »

Pikko wrote: Fri May 13, 2022 7:39 amCTF-Hammer[X]-RC4 , is out! Map in first post. :D
Well, it definitely seems that bots can capture the flag now...
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Last edited by EvilGrins on Sat May 14, 2022 6:28 pm, edited 1 time in total.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Dr.Pikko's [X] Series

Post by Aspide »

Hammer is a great map :tu: , for a map this small it has a lot of complexity and the bots work pretty nicely. When bots play I have noticed that when a team scores a point, that team gets the advantage and it's difficult for the opposing team to recover, but that cannot be fixed because is how the map is design.

Well done Pikko :gj:
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Re: Dr.Pikko's [X] Series

Post by Pikko »

CTF-Control[X]

New Pictures..
:mrgreen:
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-In testing-

Automatically merged

• CTF-Control[X] - RC1 Released
:agree1:
D/L Link in first post.!
Enjoy!
8)
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Re: Dr.Pikko's [X] Series

Post by Pikko »

CTF-Actor[X] -- coming soon.....
:mrgreen:
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:geek:
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8-)
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Re: Dr.Pikko's [X] Series

Post by Pikko »

DM-Sheba[X] Released
:mrgreen:
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:D
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:geek:
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D/L Here:
DM-Sheba[X]
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Re: Dr.Pikko's [X] Series

Post by EvilGrins »

Pikko wrote: Mon May 23, 2022 2:41 pmD/L Here:
DM-Sheba[X]
Download link needs some work.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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