That's why I'll write more other small things for UT

Boys, boys... no need for harsh words. You must settle this in the ancient way, find a neutral server and battle each other to the death.
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
I did not see any harsh word, not today... but, because you have often asked me things concerning maps and now we have the right way of posting something, let me show you a bit of data more faster than "testing" bots and wasting more time - if it comes to your addiction for Bots.
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FlagBase1: Route Not Found from PlayerStart0...
FlagBase1: Route Not Found from PlayerStart1...
FlagBase1: Route Not Found from PlayerStart3...
...
FlagBase0: Route Not Found from PlayerStart14...
FlagBase0: Route Not Found from PlayerStart15...
FlagBase0: Route Not Found from PlayerStart16...
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ScanProcess: Total checks using DevPath = 826.
Flaws: There were 500 attempts to reach at inventories.
This is doubtful a little bit or more. I don't see any path linking mid area...I did add Bot pathing to the Divide and Jumper map, and I too noticed that the Bots had a tendency to jump to their deaths.
I'm not addicted, I can give up bots whenever I want!
Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
No, that was me, not Buggie's MapChecker. I played the map from the Editor in 469c Release and first collected the Red Redeemer which had 999 ammo, which surprised me - so I dropped it and went to look at the Blue Redeemer which only had 2. Rechecked that in-game (not started from the Editor) and that is what I get - however on respawn the Redeemer on the Red side only has 2 ammo. Still it probably is best to leave them out - probably overkill in this map - someone with a Redeemer with 999 ammo could simply spawn nukes on the Blue PlayerStarts for example.
There are a bunch of CTF maps that use swJumpPads extensively, here are just a few:
That's really cool! I remember playing that map!Xalian71 wrote: ↑Sun Dec 04, 2022 2:41 am SpaceStation is a deathmatch map I made. Its layout is actually a copy of a map I created for Duke Nukem 3D which I called "DJ.MAP" and which found its way onto the August 1997 edition of PC Gamer magazine's accompanying CD as an addon. A proud moment for me indeed.
I recommend using swJumpPad instead of kickers. They work seamlessly as path nodes, are easy to use, and highly configurable. I was (for better or for worse) able to create some highly targeted jump pads using swJumpPad in CTF-NRMC-Gravitation, part of the NRMC mapppack.
Aside from the helpful folks in this forum, one of the best ways to learn new stuff is to look at other maps in the editor -- especially the UT99.org and FOT mappacks. They are treasure troves of cumulative knowledge and techniques.